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By Armstrong J.L.

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Sample text

11. Finally, navigate to Actions | Score, and drag the Draw Score icon into the Actions: area. This will open up a dialog box with three parameters: the x and y coordinates, and an optional caption that can be placed in front of the actual score. 12. Set the x: field to 320, the y: field can remain at 0, and remove Score: from the caption: field, leaving it blank as can be seen in the following screenshot. Click on OK. We can now run the game and the score will now be displayed at the top of the screen in the center.

Here we can change the basic room properties, the size, steps per second, and the name of the room. 4. Name the room as rm_GameArea. 5. We will leave the room Width, Height, and Speed fields at their defaults as seen in the following screenshot: 6. Select the objects tab, and under Object to add with left mouse, select obj_Wall. 7. In the upper-left corner of the room, click with the left mouse button to place an instance of the wall. Now you might be thinking that this is going to take a painfully long time to build the room, click by click.

We will look more into tilesets in the next chapter: 1. Create a new Background by navigating to Resources | Create Background. This will create a new background in the Resource tree and open up the Background Properties editor. 2. Name this as bg_Ground. 3. png. [ 25 ] Getting to Know the Studio with Your First Game 4. Then click on OK. We now have the art asset ready to go, we just need to place it into the room. 5. Reopen rm_GameArea. 6. Click on the backgrounds tab. Each room allows up to eight backgrounds to be displayed simultaneously.

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