Sorry about the lousy game demo, James.
I believe that was mostly my fault, but I have fixed most of the errors.
Everyone else: sorry for the harsh words, earlier.
Just keep doing whatever you are doing, or whatever you think you need to do next.
You will be happy to know I now have CS5, so that I can lose plenty of sleep at home, now.
Wednesday, May 11, 2011
Tuesday, May 10, 2011
James Henderson: Term 2; Week 8
.....I will admit, I was mad last week, so mad that..I started to call it quits. I am still mad a little. Its not about the grade anymore to me, this is team project and we are suppose to work as a team to make a cool game. I have done a lot of thinking and I don't want to quit, I want to continue with the game, but I don't know whats going to happen.
week 18 B-- Matthew Theroux
Found many more mystery boxes.
Used instance names (#s) to remove mystery boxes.
Need art assets.
Used instance names (#s) to remove mystery boxes.
Need art assets.
week 18 A-- Matthew Theroux
cause of jump error: bad collisions, not physics
cause of bad collisions: mysterious 'Box' #817.
damage + death implemented
Scrap's lod + ink level correspond to health
disabled bug that allowed a pasting enemy to cause damage
cause of bad collisions: mysterious 'Box' #817.
damage + death implemented
Scrap's lod + ink level correspond to health
disabled bug that allowed a pasting enemy to cause damage
Sunday, May 8, 2011
Week 7 Zack McGuire
I'm feeling a little better after this weeks presentation. I think it went well besides the obvious bugs in our game. We have 2 weeks before interface to spice it up. I think we need some contrasting foreground and background. The level could have a lighter paper texture to it while the background could have a darker shadowed look. The main things we need to work out are the level bugs, the character animations and make sure they are working properly, and a UI.
week 17 F- Matthew Theroux
Good news: nullified the enemy-spike collision during its pasting
button collision fixed
buttons and doors (LEVEL) now named for program control
SCRAP lod swapout ready (Need lods 1 & 2)!
Bad news: lost collision with the floor
Good news: It was the flash file that nulled the floor collision.
It corrupted while the file was open.
'Reverted back to last *.fla.
Bad news: SCRAP can jump, but now gets stuck in the air,
due to messing with the code trying to fix the floor issue.
Good news: 'Should be able to replace Friday's code for Physics2D and Lod(Scrap).
Bad news: Replacing the *.fla & *.as files cancels out a lot of Saturday's progress.
*GOLD* Artists + other: I need art!
> "Scrap": Lod1, Lod2 master MovieClips that match Lod3
> Menu system
> "Bonespider MovieClip needs fixed.
> Sign us up for IndieGames.org.
> Web hype
> Marketing
> Appealing ink-style backdrop
> Preloader art assets
> Anything else? Suggestions?
button collision fixed
buttons and doors (LEVEL) now named for program control
SCRAP lod swapout ready (Need lods 1 & 2)!
Bad news: lost collision with the floor
Good news: It was the flash file that nulled the floor collision.
It corrupted while the file was open.
'Reverted back to last *.fla.
Bad news: SCRAP can jump, but now gets stuck in the air,
due to messing with the code trying to fix the floor issue.
Good news: 'Should be able to replace Friday's code for Physics2D and Lod(Scrap).
Bad news: Replacing the *.fla & *.as files cancels out a lot of Saturday's progress.
*GOLD* Artists + other: I need art!
> "Scrap": Lod1, Lod2 master MovieClips that match Lod3
> Menu system
> "Bonespider MovieClip needs fixed.
> Sign us up for IndieGames.org.
> Web hype
> Marketing
> Appealing ink-style backdrop
> Preloader art assets
> Anything else? Suggestions?
Saturday, May 7, 2011
week 17 E- Matthew Theroux
Good news: (enemy + spike) collisions with death animations working.
Bad news: (Scrap + ground) collisions not working.
**Artwork for Gold:
>LOD1_mc, LOD2_mc to match LOD3_mc
>Menus
>(bone)Spider_mc needs fixed
>Preloader Art
>Showcase?
>Anything Else...
Bad news: (Scrap + ground) collisions not working.
**Artwork for Gold:
>LOD1_mc, LOD2_mc to match LOD3_mc
>Menus
>(bone)Spider_mc needs fixed
>Preloader Art
>Showcase?
>Anything Else...
Friday, May 6, 2011
week 17 D- Matthew Theroux
Review: Goals after our last presentation.
-Main Menu/ in-Game GUI (not beta ready??)
-Level Backdrop Art (=far away inky shadows?)
-?IndyGames.com? entry
-programming/ functionality(MATT)
-Anything else?
-Main Menu/ in-Game GUI (not beta ready??)
-Level Backdrop Art (=far away inky shadows?)
-?IndyGames.com? entry
-programming/ functionality(MATT)
-Anything else?
week 17 C- Matthew Theroux
The preparatory presentation went smoothly. Voices could be a little louder for our audience to hear, and slide-to-slide format needs to match a little better. Let us not go out of our way to point out our weaknesses during a presentation. Our audience says they would not have even known something was wrong.
The game presentation was another story. Although I was devastated and upset at the time from nothing working, I now realize that this is not bad for an *ALPHA* presentation. As you all know from your studies in class, (yes?), an alpha build is playable from start to finish, but lacks luster and possible functionality. As I said the week before, I would not be promising any of the new changes in time for this "beta" presentation.
Every single asset I received, besides the audio clips I got from James, had at least one problem or another with it. At least Anthony had done his ON TIME, so that he could make most of the necessary corrections. None of the other MovieClips had stops on them, and just fell through to the other animations.
As for the level, it was more complete than before. However, it was still basically a drawing with a few assets in there, such as crates, spikes, and buttons. There were no collisions whatsoever, so I had to waste time putting them in to present.
I explained what I had needed verbally, then went out of my way to document it out. I do not think anyone who was turning in these type of assets was even looking at these documents. I cannot be getting half-assed work from you guys. This is an important project that we are supposed to present to professionals in our proposed future field. I need to first focus on my own work, the work that no one else can do. Only after that, can I afford to pick up slack from other people, or we will not have a game that works. I promise I will do my best.
The game presentation was another story. Although I was devastated and upset at the time from nothing working, I now realize that this is not bad for an *ALPHA* presentation. As you all know from your studies in class, (yes?), an alpha build is playable from start to finish, but lacks luster and possible functionality. As I said the week before, I would not be promising any of the new changes in time for this "beta" presentation.
Every single asset I received, besides the audio clips I got from James, had at least one problem or another with it. At least Anthony had done his ON TIME, so that he could make most of the necessary corrections. None of the other MovieClips had stops on them, and just fell through to the other animations.
As for the level, it was more complete than before. However, it was still basically a drawing with a few assets in there, such as crates, spikes, and buttons. There were no collisions whatsoever, so I had to waste time putting them in to present.
I explained what I had needed verbally, then went out of my way to document it out. I do not think anyone who was turning in these type of assets was even looking at these documents. I cannot be getting half-assed work from you guys. This is an important project that we are supposed to present to professionals in our proposed future field. I need to first focus on my own work, the work that no one else can do. Only after that, can I afford to pick up slack from other people, or we will not have a game that works. I promise I will do my best.
Thursday, May 5, 2011
Larin Payne-Week 17
This week the team talked about whats needs to be done, and repairing for the presentation update. The Team was working on the game, trying to create a working game, as well as the presentation for Beta. It wasn't as busy as the weeks before, but I looked over the animations and make sure they worked in the game.
Thursday, the presentation was done, and it as the best one done. Now the team is geting it ready for interfaces. I have to create some image shots of the game and drawings to give to Amanda so she can use them for the interfaces. I will be working on that.
Thursday, the presentation was done, and it as the best one done. Now the team is geting it ready for interfaces. I have to create some image shots of the game and drawings to give to Amanda so she can use them for the interfaces. I will be working on that.
Larin Payne-Week 6
I just got done with the last animation, the redo of the double jump. The climbing, knockout, and deathblow animations and drawings are done. I send the update over the dropbox and turned it end to Matt, James, and Zack, as they were animating from those files. I didn't get the chance to come Saturday as I had to work extra days from all the rain from last week. I was told to stop creating the enemies as Shaylin already have enemeies created, and the team had a change of plans and only working on one level.
The change of plans were to create one level and have LOD renamed "Scrap". The player or Scrap, would go through the three level of detail as health than going to the next level. Matt and Zack says they will stay with the new level and use only what already been made. No more new animations, just trying to get a working game.
I will do a little touch up while I catch up on other things, I couldn't come Thursday, but I am online with the changes in the game design. All the basic animations and designs were done before the big change to the game.
The change of plans were to create one level and have LOD renamed "Scrap". The player or Scrap, would go through the three level of detail as health than going to the next level. Matt and Zack says they will stay with the new level and use only what already been made. No more new animations, just trying to get a working game.
I will do a little touch up while I catch up on other things, I couldn't come Thursday, but I am online with the changes in the game design. All the basic animations and designs were done before the big change to the game.
Week 7 or 17
5-5-11 The presentation didn’t draw too much criticism. We did sustain heavy damage, but hopefully, the presentation will go well at interfaces.
week 17 B- Matthew Theroux
Uniforms. uniforms, uniforms, uniforms.
Did I mention uniforms?
black button down shirt, white T-shirt, black dress pants.
Don't forget: uniforms.
Let's look pretty.
Did I mention uniforms?
black button down shirt, white T-shirt, black dress pants.
Don't forget: uniforms.
Let's look pretty.
week 17 A
The bugs that were causing things to not show up were fixed. Some assets were damaged in the transfer, which begs a question. Other assets were or still are incomplete to put into a game. I believe this is our final goal, yes?
There are platform collision issues with the boxes. The special collision detection of the knife into an enemy is an issue because the knife and its hit box are so deeply nested. Also, there are naming issues with LOD's several animation frames. This mechanic will not likely be ready for Beta.
There are platform collision issues with the boxes. The special collision detection of the knife into an enemy is an issue because the knife and its hit box are so deeply nested. Also, there are naming issues with LOD's several animation frames. This mechanic will not likely be ready for Beta.
Tuesday, May 3, 2011
Shaylin Clark wk 7
POST 110! If there would be a third enemy that would be introduced, it would be the squid. The squid would be probably be meant for the final presentation, since it's not finished yet.
week16 C- Matthew Theroux
Good progress was made by all who showed up this Friday and Saturday. Keep up the good work!
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