Case text was as follows :
In this case you're going to make a menu for your game. It needs to have instructions on how to play the game, and a pushable button to start it.
You're also going to add win/loss screens, and a restart option.
This case was pretty simple as I'd actually added a restart option and win loss screens earlier with the help of a friend. I just added a rudimentary button, some instructions, and a quick win/loss screen controlled by an if.
søndag 29. november 2009
Case 9
Case text was as follows :
In this case you're going to add sounds to your game. You're going to add ambient background music, and sounds which will trigger from different events in the game.
This case would probably have been pretty trticky if it hadn't been for one of the people on my group!
At the start of the semester he linked a site called Soundsnap.com; a site where you can download small music samples and sound bits for free.
It didn't take me that long to find all the sound fxes and a small loop for the music there!
Didn't encounter any major problems adding it to the game via code.
In this case you're going to add sounds to your game. You're going to add ambient background music, and sounds which will trigger from different events in the game.
This case would probably have been pretty trticky if it hadn't been for one of the people on my group!
At the start of the semester he linked a site called Soundsnap.com; a site where you can download small music samples and sound bits for free.
It didn't take me that long to find all the sound fxes and a small loop for the music there!
Didn't encounter any major problems adding it to the game via code.
fredag 27. november 2009
Case 8
Case text was as follows:
In this case you're going to make objects for your hero to pick up and gain points for. These points need to be summed up and shown on the screen in realtime.
Time to get on the vaccines then!
In this case code-wise we were told it was best to use arrays, since this is a much less demanding on the system to run, especially when there's large amount of objects to pick up in the game.
Since I already had some experience from using arrays from my IT-exam I didn't really have any problems here. One thing which did give me major hickups for several weeks untill I got some help on it was the fact the game wouldnt reset properly due to the array not being cleared. Eventually figured this out, and the code for picking up objects is working without a hitch now.
Graphically there's not much to say here really, as I said the point of the game is to pick up vaccines to stop the swine flu, so I decided to make the pickups syringes lying on the ground.
In this case you're going to make objects for your hero to pick up and gain points for. These points need to be summed up and shown on the screen in realtime.
Time to get on the vaccines then!
In this case code-wise we were told it was best to use arrays, since this is a much less demanding on the system to run, especially when there's large amount of objects to pick up in the game.
Since I already had some experience from using arrays from my IT-exam I didn't really have any problems here. One thing which did give me major hickups for several weeks untill I got some help on it was the fact the game wouldnt reset properly due to the array not being cleared. Eventually figured this out, and the code for picking up objects is working without a hitch now.
Graphically there's not much to say here really, as I said the point of the game is to pick up vaccines to stop the swine flu, so I decided to make the pickups syringes lying on the ground.
Case 7
Case text was as follows:
In this case you're going to design and animate an enemy to chase your character around. The enemy needs to be intelligent, following your character around on the scene. You also need to have something happen when they collide, a loss screen/new animation or something like that.
Yay enemies!
I actually had a bit of trouble deciding exactly how I wanted my enemy to work, starting out with adding a vanilla enemy the way the case wanted us to (it following the character around). But due to the way I made my character move around in the game, I pretty soon abandonded that concept for a "chase"-type game, where the enemy was huge and at the end of the scene, chasing after the character.
We were supposed to add another class for enemies, but due to the simplicity of how my enemy would work I decided to just abandon the concept and add it directly into the main class.
Due to the way I wanted my enemy to work I decided to go for some extremely simple animations. It simply bobs up and down, so it looks like it floats as it's chasing the character.
In this case you're going to design and animate an enemy to chase your character around. The enemy needs to be intelligent, following your character around on the scene. You also need to have something happen when they collide, a loss screen/new animation or something like that.
Yay enemies!
I actually had a bit of trouble deciding exactly how I wanted my enemy to work, starting out with adding a vanilla enemy the way the case wanted us to (it following the character around). But due to the way I made my character move around in the game, I pretty soon abandonded that concept for a "chase"-type game, where the enemy was huge and at the end of the scene, chasing after the character.
We were supposed to add another class for enemies, but due to the simplicity of how my enemy would work I decided to just abandon the concept and add it directly into the main class.
Due to the way I wanted my enemy to work I decided to go for some extremely simple animations. It simply bobs up and down, so it looks like it floats as it's chasing the character.
Case 6
Case was as follows:
No coding! In this case you're going to flesh out the backstory and concept of your game.
Ohhh boy. And I was just getting used to coding too!
The original concept of the game was a cell running around to collect other cells, while avoiding viruses.
Thanks to the media pretty soon after starting to flesh out the backstory I had the perfect idea! It was humorous, and reflected current events pretty well!
Instead of collecting cells and avoiding a generic virus I decided to take a pot shot at the Swine Flu, H1N1.
And instead of collecting cells, you have to collect flu vaccines!
Truth be told after thinking of this I was so pleased with myself I more or less considered the case closed.
No coding! In this case you're going to flesh out the backstory and concept of your game.
Ohhh boy. And I was just getting used to coding too!
The original concept of the game was a cell running around to collect other cells, while avoiding viruses.
Thanks to the media pretty soon after starting to flesh out the backstory I had the perfect idea! It was humorous, and reflected current events pretty well!
Instead of collecting cells and avoiding a generic virus I decided to take a pot shot at the Swine Flu, H1N1.
And instead of collecting cells, you have to collect flu vaccines!
Truth be told after thinking of this I was so pleased with myself I more or less considered the case closed.
Case 5
Case was as follows :
In this case you're going to make your characters follow the ground they move on. You're also going to make them jump.
Case 5 is where the fun really started in terms of coding.
Adding gravity and jumping was actually a lot easier than I'd expected, adding a constant downward pull, and functions to set the downard pull to 0 whenever the character was in contact with the ground (or whatever else you wanted) doing the trick easily enough. After that all I had to do was refine the parameters (how far to jump et cetera), and I said myself done with that part. I also wanted to redo my old jumping animation, because I really wasn't satisfied with it, and try to see if I could make animations run properly while jumping.
The new jumping animation is basically a forward spin, similar to the jumping animations found in most old platformer games. It was actually pretty easy to animate, and is probably what I'm most proud of graphically in the game!
Making the jump animations run properly took a bit of tinkering, but I eventually got it working by making a boolean and making sure only the jump animation ran whenever it was set to true.
In this case you're going to make your characters follow the ground they move on. You're also going to make them jump.
Case 5 is where the fun really started in terms of coding.
Adding gravity and jumping was actually a lot easier than I'd expected, adding a constant downward pull, and functions to set the downard pull to 0 whenever the character was in contact with the ground (or whatever else you wanted) doing the trick easily enough. After that all I had to do was refine the parameters (how far to jump et cetera), and I said myself done with that part. I also wanted to redo my old jumping animation, because I really wasn't satisfied with it, and try to see if I could make animations run properly while jumping.
The new jumping animation is basically a forward spin, similar to the jumping animations found in most old platformer games. It was actually pretty easy to animate, and is probably what I'm most proud of graphically in the game!
Making the jump animations run properly took a bit of tinkering, but I eventually got it working by making a boolean and making sure only the jump animation ran whenever it was set to true.
onsdag 7. oktober 2009
Case 4
Case was as follows:
You're now going to use the animations you made in case 2 to make the character move to the right and the left, and assume an idling position. What's new in this case is that you need to make the characters move using the arrow keys. When you press the right arrow key, the character needs to move right untill you let it go. The same goes for left. When no key is pressed down the character needs to assume an idle position.
After the resounding success that was Case 3, I was really looking forward to this week's lab, and with good reason! It was another really informative class, and I still feel like I'm learning tons about coding in actionscript every day.
This time I had a few major hickups in my coding, but that's to be expected with such a large amount of code (I think we ended up at ~100 lines)
Ended up getting everything working, and I'm looking forward to case 5!
You're now going to use the animations you made in case 2 to make the character move to the right and the left, and assume an idling position. What's new in this case is that you need to make the characters move using the arrow keys. When you press the right arrow key, the character needs to move right untill you let it go. The same goes for left. When no key is pressed down the character needs to assume an idle position.
After the resounding success that was Case 3, I was really looking forward to this week's lab, and with good reason! It was another really informative class, and I still feel like I'm learning tons about coding in actionscript every day.
This time I had a few major hickups in my coding, but that's to be expected with such a large amount of code (I think we ended up at ~100 lines)
Ended up getting everything working, and I'm looking forward to case 5!
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