![]() ![]() To make the paddles move around, I had to link them to the movement of the player (since the player is the only thing that is affected by the keyboard controls). (I also found out that I had to move the crates on the right-hand side one extra tile across so that they weren’t visible.) So the next step was to get some more advanced behaviors going on with these items to get them to move around. This is what the game preview looks like so far:Įverything looks nice, but neither the paddles nor the ball actually do anything – they just sit there. I made some custom item tiles: 1 for the ball, and 2 for the top half and bottom half of the side block (I kept them in the same green style as the background.) I uploaded them and placed them in my level. I figured I should design a nice custom background to make it feel like a retro game of pong, so I whipped this image up in Photoshop and uploaded it as a custom background (it’s based off some images of the arcade game I had seen on the internet).Īt this point the next things to do were to create the blocks that move up and down on the sides of the screen, and the ball that bounces around. The behavior blocks here also hide the score, and hide the health bar and lives counter, which strips pretty much everything away and leaves us with a blank game screen that just shows the game background. (-400 moves the camera up by 400 pixels, and +400 would move it down by 400 pixels). When this advanced item is created at the start of the game, it sets the camera 400 pixels higher than normal. So I placed down a green potion item (any item would do), and I gave it these advanced behaviors: The easiest way to do this is by creating an item with an advanced behavior to move the camera up and away from the player. Since it is impossible to have a game without a player character (the game creator doesn’t allow it), I had to find a way to hide the player. ![]() Then I had to determine a way to remove the player from the screen, and prevent the screen from moving when the player moves. This is the size of the Gamefroot game screen (768 x 512 pixels, or 16 x 11 tiles.) The inside of this box will be where all of the action happens in my Pong game. I then painted down a long platform underneath that box for my player to run around on. I painted down a box outlined with crates that measured 16 tiles x 11 tiles on the inside. So the first thing I did was fire up the game creator, and started thinking about the ways I could remove all platform game elements from my level, and then build up all the game elements from Pong. I wanted to prove that Gamefroot can be used to create all kinds of different games, not just platform games. It was an extremely simple game, but I wanted to see if I could accurately recreate it using the Gamefroot game creator. It’s a tennis simulation, with two paddles on either side of the screen that can be moved up and down by their respective players, with each player trying to bounce the ball past their opponent’s paddle to score a point. Pong is one of the first video games ever created. I, on the other hand, wanted to use it to make a game that had been released 40 years ago. Once you familiarize yourself with the basics of how it works, your mind starts to imagine new possibilities for entirely unique gameplay. The Gamefroot Advanced Behaviors editor is truly a remarkable tool. You can also remix this game to see how it was made: You can use the concepts from this tutorial, combined with the tutorials listed below to recreate Pong.
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