AGMAker Sample «Metsu Goku Smash» Distribution: Let's Peek at the Data

Download the data
https://gotchagotchagames.itch.io/metsugokusample
From the official GGG page on itch.io
↓ Look for this button
image
Download the ZIP file and get ready
※Since AGMaker 1.2.14, this has been registered as a sample game, so downloading is no longer necessary!

Extract the ZIP data, then drag and drop project.godot into the AGMaker launcher to


load the project.

Table of Contents

• Let’s play it first
• Location and explanation of assets
• How the protagonist and enemies are made
• What is a normal map?
• Connecting scenes
• Attack attributes
• Summary

■ Let’s play it first


Start it by clicking the :play_button: (Run Project) button in the top right corner (F5 also works).

This serves as a guide for the controller, so keyboard controls are as follows:
↔ Move
Z Attack
X Jump
C Special Move (guidance will appear)

☆ Prototype for event exhibition
• The time limit is set to 60 seconds so that any user can play immediately and feel a sense of accomplishment.
• Enemies do not attack, allowing players to smash them stress-free.
• The title screen and demo screen loop so that the game content can be understood even without input.
• The clear screen promotes AGMaker, showing that you can create games like this yourself!

■ Location and explanation of assets

All assets are included in the bottom-left ≪File System≫.


① material
Contains image data. It would be even better if folders were organized further.

② objects
Contains protagonist, enemy, and other object data (.tscn) as well as visual scripts (.vs), etc.
Double-clicking a tscn file loads it into the center.

③ particle
Also tscn files, but categorized as particles.


It is difficult to confirm playback just by looking at the data contents (I’d like to request this feature!).
This data contains three cloud icons, so three particles are combined and played simultaneously as a single shot.
※This occurs by specifying it with the execution action “Show Particles”.
As a rough method, you can confirm it by turning off “Single Shot” and turning ON [Emitting] from the right-side ≪Inspector≫.

④ scene
Contains game scenes.
Title (Title_scene)
Demo (game_scene_DEMO)
Main (game_scene)
After Clear (End_scene)

Since AGMaker uses the “*.tscn” format for objects, effects, and screens alike,
it seems best to distinguish them by name or organize them into folders.

⑤ sound
Audio-related files are stored in ogg format.

⑥ sys
System-related objects were supposed to be separated, but it looks like a miscellaneous folder.

■ How the protagonist and enemies are made


① Open [devil_girl.tscn] in the [object] folder within the File System.
② Select AnimationPlayer, click the icon near the bottom right, and widen the time range.
③ Since the white frame is hard to see, temporarily hide the hitbox.
Press :play_button: at the bottom of the screen to play and check the movement.


Ah, this is ≪Bone Animation≫.
Unlike the technique of drawing dot art one by one and playing them continuously,
this method registers each part, sets up a skeleton, and moves each part individually.

This creation method is explained in our GUILD:
Let’s Start, 2D Bone Animation
Let’s Move, 2D Bone Animation

■ What is a normal map?

The left is a normal map, and the right is a regular image.


As mentioned in our X post, this is a function where registering an additive composite image of red (R255, G0, B0) hitting from the right and green (R0, G255, B0) hitting from the top
makes the lighting effect appear three-dimensional.

Even with a single image, a three-dimensional expression can be achieved depending on the light source.

■ Connecting scenes

Looking at SceneTransition, you can see simple transitions.


When a link is selected, the conditions for transition are specified in the ≪Inspector≫.

Conditions used include
≪20 seconds elapsed≫ from the title to the demo screen,
but you can also use switches and variables as conditions.

■ Attack attributes

Let’s look at the protagonist [Devil_girl].


You can see that “islands” are formed on the left and right (right?).

Left: For operation
Right: For demo (automatic operation)
This is the mechanism.

Since objects can be set to which state (action) to use when placed in a scene,


a single object can have multiple roles.

■ Summary

This is a rough explanation.
If you have any questions or concerns within this project, please let us know in the comments section.

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