Saturday, April 30, 2011
Zack McGuire Week 6
Huge rework this week! The team designed a complete new series of rooms for our level, our mechanics were simplified, enemies were cut down, and the overall gameplay of our game has changed from fighting platformer to a puzzle platform. With only a few days before beta I hope everyone is working hard. I am working on our level assets in hopes that we can throw together something to playtest on tuesday.
week 16 B -Matthew Theroux
Although the cut&paste mechanic was easy on a singular, simple stage, there have been complications implementing it through the HUD. One issue is that the HUD is a mobile container. Another issue is the cross-class communication. Both of these issues should be easy to deal with. However, with lack of sleep and energy, my focused goal of squashing the one task by EOD Friday was... squashed.
Fortunately, after deciding to sleep in until 10 on Saturday before handling some life challenges and making it on site ~12, Mr C. was able to somewhat tackle the very strange errors impeding my path, possibly due to the cracked Flash files I was given. The cut&paste mechanic is now working again. Although, at this moment, the paste object always believes that it is blocked, when it should not be. This and the button mechanic should be done by EOD, today.
As far as I know, all current enemies are functional. Squid2 also has animations. I stopped working on Squid3 and Chupacabra3 because the game has changed, for some reason. All code for the original game should be functional by Tuesday. I won't make promises on any last-minute design changes.
Fortunately, after deciding to sleep in until 10 on Saturday before handling some life challenges and making it on site ~12, Mr C. was able to somewhat tackle the very strange errors impeding my path, possibly due to the cracked Flash files I was given. The cut&paste mechanic is now working again. Although, at this moment, the paste object always believes that it is blocked, when it should not be. This and the button mechanic should be done by EOD, today.
As far as I know, all current enemies are functional. Squid2 also has animations. I stopped working on Squid3 and Chupacabra3 because the game has changed, for some reason. All code for the original game should be functional by Tuesday. I won't make promises on any last-minute design changes.
Thursday, April 28, 2011
Shaylin Clark Wk 6
4-28-11 The puzzle levels in accordance with the cut & paste ability is unique.
I think my animations are about 90-95 % done.
I think my animations are about 90-95 % done.
James Henderson: Term 2; Week 6
Everything has been going really good with the project, Although there has been a lot of changes to the game, and I mean ALOT, most of it was good changes. The changes are more easiler for us and we can make this work. The powerpoint is almost done and there is still alot of work to do. Todays meeting was really good, now every knows what to do. We are working really hard on this, so its going to be a good game in the end.
Tuesday, April 26, 2011
Larin A Payne-Week 5
This was a busy week, I was trying to keep ahead of texts on things as my Flash trial expires next week and I don't want any crush time as I have other classes I need to catch up on. I am working on the last of the main character; the climbing, hit strikes, and a deathblow animation. I also need to work on a new double jump as the one made wasn't what the team respected.
The animations should be finish next week as I need to play catch up on my of other classes on the weekdays. I will work on the animations on the weekend.
I'am late on the weeks post, as this is what I did last week. Week 6 will be on Thursday.
The animations should be finish next week as I need to play catch up on my of other classes on the weekdays. I will work on the animations on the weekend.
I'am late on the weeks post, as this is what I did last week. Week 6 will be on Thursday.
Shaylin Clark wk 6
Today, I finished the damage and dizzy animations for the spider.
Main Character Name: Here are some suggestions:
Stark
Zink
Ink Fighter
Inner Conflict: No one is going to get fired or kicked off the squad. We went through world war I together, and came back with minor injuries. This second war is tough, but we our spirits are high. Campaign Interfaces will be a hard fought battle. If we pull through together, then well do good.
Main Character Name: Here are some suggestions:
Stark
Zink
Ink Fighter
Inner Conflict: No one is going to get fired or kicked off the squad. We went through world war I together, and came back with minor injuries. This second war is tough, but we our spirits are high. Campaign Interfaces will be a hard fought battle. If we pull through together, then well do good.
Week 6: Jack Wilson-Perrien
Big News!! We just had a major revamp of the whole project. We basically took the origin idea and change the whole game from an action/adventure platform to puzzle platform. The original ui concepts have been scraped and James will be working on the background illustrations. I've started reworking the ui code. It's crunch time boys and girls.
Eric Swarts: Week 6
The third level art is completely finished and given to Matt to incorporate into the game. It took longer than expected, but it's done. However, due to coding complications Zack and I might have to redesign the third level and create something to accommodate said issues.
week 16 A- Matthew Theroux
After my team leaders pretty much told me that they have no faith in my abilities as a programmer, we explored the possibility of scrapping the current mechanics. I think what we have now will be fine. But, if we can add more interactivity *on top of what already exists*, it could be much better. Zack and Eric will
I have been tasked with making sure the cut/paste mechanic works in a scrolling level. I already have a good start. I just need to redo the HUD to move with the camera. I have completed and turned in documents that organize the procedures for adding items to the level, as well as a synopsis of enemy behaviors with corresponding animations.
Outside my own responsibilities, my main concern at this point is seeing that the HUD works.
I have been tasked with making sure the cut/paste mechanic works in a scrolling level. I already have a good start. I just need to redo the HUD to move with the camera. I have completed and turned in documents that organize the procedures for adding items to the level, as well as a synopsis of enemy behaviors with corresponding animations.
Outside my own responsibilities, my main concern at this point is seeing that the HUD works.
Sunday, April 24, 2011
Zack McGuire Week 5
The term is half over. Beta is just a week and a half away. I'm a little worried that we will still have some major bugs in our game at that point. The art is coming along great. Animations are being pumped out and refine like crazy. The presentation that James is working on is looking great. I was thinking about having a page about obstacles or just some explanations of how the mechanics will be used to overcome them. And I hope we can get team shirts in time for our presentation. The logo was fine tuned and placed on a shirt design that is really stylish.
Week 5: Jack Wilson-Perrien
I've got most off the ui script done. Zack gave me some assets (backgrounds and buttons). He also gave me an ink bottle to animate. The idea is the ink levels changes pending on the button pressed. The coding didn't give much trouble, but I still need to know what all the options are.
Friday, April 22, 2011
Week 15 B -Matthew Theroux
Sorry for the disappearance on Thursday. I had a medical incident on my way to get a quick bite to eat. Lesson learned: caffeine and aspirin do not take away the pressures of midterms.
No code has been fixed since Tue. I had 3 hours available on Wed, but I needed it for Z-brush. I was working on redoing the Cutable code on Thursday, but it was lost both it and my Z-brush composition on Thursday because they weren't saved.
No code has been fixed since Tue. I had 3 hours available on Wed, but I needed it for Z-brush. I was working on redoing the Cutable code on Thursday, but it was lost both it and my Z-brush composition on Thursday because they weren't saved.
Thursday, April 21, 2011
Shaylin Clark Week 5
4-19-11 I began the Spider movement animation.
4-21-11 Spider movement is complete. I began working on the spider attack and damage animations. I decided earlier on that ink would come off damaged enemies.
4-21-11 Spider movement is complete. I began working on the spider attack and damage animations. I decided earlier on that ink would come off damaged enemies.
Wednesday, April 20, 2011
James Henderson: Term 2; Week 5
.....I have to say...Our last presentation was really terrible, probably the worst one. I have taken the job in making our power point presentation, because the next time we do present I want to be ready. I feel that we need to really do good on this presentation, so I want to go all out and feel that our game is the best game ever. We need to feel that Our game is the best and have confidence in it, because if don't believe in our game how is anyone else going to believe in it. I really want us to get our game out there, and everybody is working really hard on the game, I have confidence in it.
Tuesday, April 19, 2011
week 15 A- Matthew Theroux
I've searched for the T-shirt place 3 separate times with no success. I even got out of my car and searched around on foot by the comic book store and shoe repair at 14mi and Main. My contact swears it is still there, open, and clearly labeled. Somehow, another student who had been referred also had great troubles.
I've fixed a few more bugs. Aesthetically, Sketchbook3 is working much better. some of the marking ground tiles were upside down and needed to be flipped. The bat aims for LOD's head, now, which is much more amusing than his feet. The squid is immobile, and the spider jumps? in place. There isn't anything telling the spider to jump, yet he does it, anyway.
I'm working on an Enemy Behaviors Document to help communicate what I'm thinking about them, even though we discussed it in meetings, already. I'm also supposed to fix the cuttables to shrink to either the HUD or the camera so that they don't scroll. Right now, they aren't even cutting. They stopped cutting right around the same time I fixed their detection of LOD. I hope I can get them to work in time.
I've fixed a few more bugs. Aesthetically, Sketchbook3 is working much better. some of the marking ground tiles were upside down and needed to be flipped. The bat aims for LOD's head, now, which is much more amusing than his feet. The squid is immobile, and the spider jumps? in place. There isn't anything telling the spider to jump, yet he does it, anyway.
I'm working on an Enemy Behaviors Document to help communicate what I'm thinking about them, even though we discussed it in meetings, already. I'm also supposed to fix the cuttables to shrink to either the HUD or the camera so that they don't scroll. Right now, they aren't even cutting. They stopped cutting right around the same time I fixed their detection of LOD. I hope I can get them to work in time.
Monday, April 18, 2011
Zack McGuire Week 4
So our alpha presentation didn't go as well as i'd hoped. Im sticking James on creating a stylish presentation so that doesn't happen again. On the bright side, even though our presentation blew, we are still doing well with our progress. Next week we start the user interface and continue on character, enemy, and level animations. Bring your A games guys cause we are already in crunch time.
Saturday, April 16, 2011
Week 4: Jack Wilson-Perrien
Hey, This week we presented and it didn't go so well. James has taken over the presentation now that most of the sounds are done are done. I'm working exclusively on the ui and Zack has given me the basic layout. I've going to coding it today.
week14 F -Matthew Theroux
Fixed a bug that the enemies had trouble detecting LOD.
The problem was that I was using the distance tolerance the opposite way that it is normally used. Turning the values up, instead of down, enables easier detection. A value of about 288 is good for the current scale and screen size.
The problem was that I was using the distance tolerance the opposite way that it is normally used. Turning the values up, instead of down, enables easier detection. A value of about 288 is good for the current scale and screen size.
week14 E -Matthew Theroux
Hey, guys.
I need the reworked animations so I can match them up with the physics.
Thanks.
I need the reworked animations so I can match them up with the physics.
Thanks.
Thursday, April 14, 2011
Week 4: Shaylin
4-12-11 I exported the GIF files for the Bat. I also exported one GIF of the spider.
4-14-11 Early on with my work on the Bat, I included a dive down animation. Right now, I have several nested movieclips for the spider. The spider spins web, but stays static; that way, action script can move the spider down. While the spider is on the web, he can attack or be damaged. When on the ground, the spider can attack and be damaged. Also, the dizzy state of the spider will be associated with the ground animations.
Larin A Payne-Week 14
This week I was working on the animations trying to finish up the rest on them and get started on the enemies monsters for the game being worked on. Their were trouble with the animations as the characters weren't working right. The animations weren't still, as of moving around as of having gravity created. I had to rework the animations into staying in one place in the center of the movieclip. Thursday the team had to do a presentation on the mechanics of the game. As the presentation still needs some work and a lot more work is needed for the game, but ahead of the work. I will be starting on the animation of the monsters and finishing the LOD lasts animations.
week 14D- Matthew Theroux
Good:
I got everything fixed on the coding end for our alpha presentation just in time.
I was sweating bullets and losing sleep b/c I honestly didn't think I could. Whew!
Bad:
No Level. PowerPoint Presentation sucked. (Sorry, guys).
Good:
All animators worked very hard toward crunch time.
I think we did a good job pulling together as a team, despite our faults.
We should be able to pull ahead and dazzle our audience by beta if we focus properly.
Next:
I got everything fixed on the coding end for our alpha presentation just in time.
I was sweating bullets and losing sleep b/c I honestly didn't think I could. Whew!
Bad:
No Level. PowerPoint Presentation sucked. (Sorry, guys).
Good:
All animators worked very hard toward crunch time.
I think we did a good job pulling together as a team, despite our faults.
We should be able to pull ahead and dazzle our audience by beta if we focus properly.
Next:
Eric Swarts: Week 4
The third level is completely done, I just need to draw up a couple more assets. By Tuesday, I should have the level maps drawn out for level 1 and 2 and will have begun work on the levels during class that day. It's a lot of work doing all of the levels within this set amount of time, but it will be done!
week 14C- Matthew Theroux
I created a new import guide that also goes over all of the rules the animations need to follow. It will be dropped to the student forum, shortly.
Tuesday, April 12, 2011
James Henderson: Term 2; Week 4
I been working hard with these animations. I have been upset and happy with the animations, but my mood is unbalanced when it comes to doing this. I do want thes animations to look really good for our game. I do have a lot of revamping to do with the animations, so they can match up with the others. I think thats what we been mostly consider about is matching up the animations together, but I am sure we will get it together. Now time to finsih and get ready for presenting.
week 14B- Matthew Theroux (TUE)
Awh....
After working more on the level, trying to get it back to what I had, roughly 2 hours before work and after work, the level files did not save again, and we are back to that ONE file that works. I'm going to have to ask Eric to deal with any complications with the file on top of placing the assets in his level. These should both fall under his jurisdiction, anyway. I still need to get caught up on getting everything to function properly.
This is going to be a rough week, but I think we can make it.
After working more on the level, trying to get it back to what I had, roughly 2 hours before work and after work, the level files did not save again, and we are back to that ONE file that works. I'm going to have to ask Eric to deal with any complications with the file on top of placing the assets in his level. These should both fall under his jurisdiction, anyway. I still need to get caught up on getting everything to function properly.
This is going to be a rough week, but I think we can make it.
week 14A-Matthew Theroux (MON)
Oh....
I worked on tweaking the new level for 10 hours on Saturday, backed up 20 times, and all of the files are corrupted. Within the same second, I was pissed, wanted to cry, then wanted to throw up. Well, it looks like ONE file works, for some reason. I'll try to work with that. -Blaaaaghht....
I worked on tweaking the new level for 10 hours on Saturday, backed up 20 times, and all of the files are corrupted. Within the same second, I was pissed, wanted to cry, then wanted to throw up. Well, it looks like ONE file works, for some reason. I'll try to work with that. -Blaaaaghht....
Monday, April 11, 2011
Week 3: Jack Wilson-Perrien
Hey everybody the first LOD test is right around the corner and everyone's getting ready. Matt been coding non-stop and the debugging is going faster than expected. Since that's the case, Zack assigned me to work on the presentation. I'm just about done, I still need refer to the original presentation so I can add some new material that we didn't address last time.
Saturday, April 9, 2011
Week 13B- Matthew Theroux
Spending my day building a level is no fun. My first 2 hours were completely wasted when Flash crashed and trashed the .fla file. For some reason, this also affected the backup, at the time. LOD does not manure so gracefully in the new level, even compared to what we had before. One problem is that there are scale issues between the level and LOD. (LOD is a giant, compared to the level). So, I had to adjust his walk, jump, vault values. I think they are better, now. I may have to adjust the gravity, too. Since I didn't have some of the environmental objects, I cut them out of the Level3 concept file. This ate up about another 30 minutes, or so.
It looks like the level works, now. But, I had to place these bulky lines for the ground all over the place. Of course, this makes it look awful. I haven't figured any other way to do it, yet. It seems the collision only works on visible objects.
I got all of the previous sound files in the level file, now. I didn't add the animations because I couldn't find them. What we really need to focus on next is the HUD. I hope this time our presentation will be better, too.
It looks like the level works, now. But, I had to place these bulky lines for the ground all over the place. Of course, this makes it look awful. I haven't figured any other way to do it, yet. It seems the collision only works on visible objects.
I got all of the previous sound files in the level file, now. I didn't add the animations because I couldn't find them. What we really need to focus on next is the HUD. I hope this time our presentation will be better, too.
Zack McGuire Week 3 Update
This week we worked alot on animations. Our level 3 animations are being completed by Anthony and we are going to use his animations as a template for the two levels before so that we can maintain consistancy in our animations but still have different styles for each level. Matt is finishing up on the bugs in our alpha and making sure it is ready for thursday next week. I'm having Jack help on the powerpoint presentation. I want a new presentation for this term thats going to make our last presentations look like childsplay.
Thursday, April 7, 2011
Larin A Payne-Week 13
This week was a work week, working on the character animations. I have done the "running jump attack", "attack 1 & 2", "stap & swing jump", as well as fixing the frame work on the project. On thursday, I was told to send the work that I already done to Matt, Zack, and James as they will copy in the animations for the LOD level 1 and 2. All I have to do is the knockback on the character, still working on the swing jump.
Shaylin Clark: Week 3
4-5-11 I think my progress is going very well. The animations for the Bat are almost complete. -The animations for the Spider has been started.
4-7-11 Spiders have eight legs, so I had to change the animations slightly. I also bundled the movie clips into a master movie clip.
4-7-11 Spiders have eight legs, so I had to change the animations slightly. I also bundled the movie clips into a master movie clip.
Eric Swarts: Week 3
Today I will be finishing up level 3, just in time for our alpha. With the third level done already, I'll have plenty of time to do the other two levels and polish the third level before the end of the term.
Tuesday, April 5, 2011
James Henderson: Term 2; Week 2
This has been a hard, streeful week. I am liking the way things are going, but for this project I feel that I am out of my element. I am doing some animations for the level 1 character and I feel the pressure is on. I feel that I am actually on the job. This project is making me feel that I am working for a company, so I want to do some good animations, and impress my group members. I think the game is coming along great and I hope that we can make it work.
week 13A -MatthewTheroux
Tuesday:
'Got a good stomping on AI code, yesterday. Right now, we have a crawling spider, a hopping skull, and a flapping bat. The main difference between the spider and the skull is that the spider crawls in LOD's direction, but the skull keeps going. There are some strange issues with their detecting LOD's coordinates, but they may be able to get ironed out, today.
No luck on the shirts. They don't look like they will be done in time for the presentation. Plan on wearing Death Ink colors, instead, for now.
'Got a good stomping on AI code, yesterday. Right now, we have a crawling spider, a hopping skull, and a flapping bat. The main difference between the spider and the skull is that the spider crawls in LOD's direction, but the skull keeps going. There are some strange issues with their detecting LOD's coordinates, but they may be able to get ironed out, today.
No luck on the shirts. They don't look like they will be done in time for the presentation. Plan on wearing Death Ink colors, instead, for now.
Friday, April 1, 2011
Zack McGuire Week 2 Update
Things are on track and this pleases me. We have four guys doing animations that are going to need to have ready for Tuesday of week 4. Everyone is working hard even if a few adjustments were needed. The animations aren't technically needed for the alpha but if we have them ready then that puts us ahead of the game with more time to playtest and polish. Keep up the good work guys.
Matthew Theroux -week 12C
Mr C. and I finally cracked the cross-class communication problem. This was the main obstacle in my path. What we did is figure out that static class vars can communicate globally over classes (given). To access a static var, the class name is used, first, in standard dot notation. The solution was for singular instances to create static vars of themselves. Multiple instances will be tracked through the level via classification using static Arrays.
The bat AI would not register. Other externalized MCs have their icons turn green. The problem was that the constructor had a typo. No code could be accessed without its correctly being spelled.
The bat AI is coming nicely. The spider is next. I need the poleVault, stabNSwing, and finishingBlow animations for LOD3.
*It is important that all final MovieClip animations face to the RIGHT.* Otherwise, they will be facing the wrong way when accessed by the code.
Jack should be starting on creating the core HUD mechanics while waiting for the designs. It may be difficult for him to finish on time, otherwise.
The bat AI would not register. Other externalized MCs have their icons turn green. The problem was that the constructor had a typo. No code could be accessed without its correctly being spelled.
The bat AI is coming nicely. The spider is next. I need the poleVault, stabNSwing, and finishingBlow animations for LOD3.
*It is important that all final MovieClip animations face to the RIGHT.* Otherwise, they will be facing the wrong way when accessed by the code.
Jack should be starting on creating the core HUD mechanics while waiting for the designs. It may be difficult for him to finish on time, otherwise.
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