Time for action - bring out the dog

Let's prepare the stage by hiding the horse and displaying the bedroom background. We're going to keep an element of consistency in our story and add the microphone to the dog's scene:

  1. Edit the bedroom background to open it in the Paint Editor
  2. Import the microphone into the background like we did when we imported the microphone into the hay_field.
  3. Position the microphone in the lower-left corner of the stage, and make it smaller by clicking on the Shrink button twice.
  4. The microphone points off stage, so flip it horizontally.
  5. Click OK to save the changes and exit the Paint Editor.
    Time for action - bring out the dog
  6. Next, add the main character for this screen, the dog. Click on the choose new sprite from file button.
  7. In the Animals folder, find dog2-a, the blue dog with a raised eyebrow, and select it. Click OK to add it to the stage. Flip it horizontally if it faces away from the microphone.
  8. Click OK to exit the Paint Editor.
  9. Position the dog so that it is talking into the microphone.
Time for action - bring out the dog

X and Y coordinates mark the spot

In Chapter 3, we learned that each spot on the stage can be precisely identified by its coordinates. Let's see where on the grid our dog stands.

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