The Prospective Klik & Play Master's Checklist == MAIN ITEMS == [ ] Understand what all the different object types do - see the section below (easy) [ ] Familiarize yourself with all the built-in movements (easy) [ ] Familiarize yourself with the different pre-defined animations and how the movements (and Change animation sequence event) trigger them. (easy) [ ] Familiarize yourself with all the important conditions, events, actions - see the section below (easy - medium) [ ] Create a multi-level game (easy) [ ] Create a multiplayer game (easy - medium) [ ] Simulate falling precipitation - no need for terrain interaction (easy) [ ] Encounter some glitches in Klik & Play and devise workarounds for them (medium) [ ] Create a level with multiple segments based on certain conditions (medium) [ ] Simulate scrolling in Klik & Play (medium - hard, depends on complexity of effect) [ ] Script a timed cutscene (easy) [ ] Script a cutscene with player interaction (easy - medium) [ ] Construct your own non-interactive (computer-controlled) movement using the Static movement type (easy - medium) [ ] Construct your own eight-directional movement using the Static movement type - no collision or acceleration (easy - medium) [ ] Construct your own eight-directional movement using the Static movement type - working collision from all sides, uses acceleration (medium - hard) [ ] Construct your own platform movement using the Static movement type (hard) [ ] Create an overhead enemy that chases the player (very easy) [ ] Create an overhead enemy that runs away from the player (easy) [ ] Create a platform enemy that refuses to walk off of ledges (easy - medium) [ ] Create a platform enemy that is able to fall off of ledges - affected by gravity (medium) [ ] Create an enemy that reacts to the player (medium) == OBJECT TYPES TO BECOME FAMILIAR WITH == [ ] Active object (easy) [ ] Backdrop object (very easy) [ ] Quick backdrop object (very easy) [ ] Counter object (easy) [ ] Lives object (very easy) [ ] Score object (very easy) [ ] Question and Answer object (easy) == CONDITIONS, EVENTS, AND ACTIONS TO BECOME FAMILIAR WITH == Object-related [ ] Basic built-in movement actions (EG. stopping) for all movements (easy) [ ] Getting and setting an object's position (easy) [ ] Getting and setting an object's direction (easy) [ ] Getting and setting alterable values (easy) [ ] Spreading alterable values (medium) [ ] Animation manipulation - buggy, get familiar with workarounds (medium) [ ] Picking objects by value or at random (medium) [ ] Object's fixed value (medium) [ ] Collision - colliding versus overlapping (easy) General [ ] Start/End of frame / Always / Never (very easy) [ ] Timer events - taboo, consider counters instead (easy) [ ] Only one action when event loops (easy) [ ] Score / Lives / Ignore/Restore player control (very easy) [ ] MIDI and samples (easy) [ ] Player input events and possible workarounds (easy - medium) [ ] Keyboard and mouse input events (easy) [ ] Comparing two values - plus general Expression Editor concepts (easy - medium) [ ] Generating a random value using random() (easy) Workarounds [ ] Using counters in place of timer events (medium) [ ] Using counters to simulate testing for whether a given condition is false (easy - medium)