(No posts last week? Busy, busy).
Game turned out great. There are a few more aesthetic things to work out, as well as some collision issues on the holes. All that is left is to post the game. As you may remember, the *.fla file corrupted immediately after exporting the final *.swf, so I will have to go back and rebuild from the last backup. Since I'll be in there, I'll be tweaking those aesthetic issues that were pointed out to us. I can't drop to Dropbox.com because I am at 169% capacity, but I know we can find another way.
-Later.
Monday, May 30, 2011
Tuesday, May 24, 2011
James Henderson: Term 2; Week 9
Well this is it. Interfaces went really well and I am happy about it. Its coming down to the end, the 20 week journey is almost over. When Death Ink was made I honestly thought that we couldn't work as a team, and we wouldn't make a good game, I happy to see I was wrong, I had a AWESOME!team, but I learn a lot about team work and what it takes to make a successful. The Project is almost complete, adding the final touches on it and ready to be fully playable, there not much left for anybody to do, so I think we are ready.
Thursday, May 19, 2011
Week 9: Eric Swarts
Interfaces is this Saturday and our game is awesome! Congratulations to Matt for doing such a great job with coding the game. Today we did lots of playtesting and got lots of good feedback, so we should be able to incorporate a few of the smaller things by this Saturday. See everyone this Saturday!
week 19 D Matthew Theroux
-DONE-
Increased LOD and max LOD when Scrap picks up 'Ink of Reality'.
Implemented detailUp & detailDown animations.
Created & added awesome SFX.
-TO DO-
Force Implement SFX.
Allow KO at 0 HP.
Swap out filled-in spiders.
Link Main Menu GUI.
Embed "Deathnote" font.
Disable jumping if attacking + attacking upon landing.
-TEAM-
Lots 'o play testing from the fans helped to catch bugs.
Increased LOD and max LOD when Scrap picks up 'Ink of Reality'.
Implemented detailUp & detailDown animations.
Created & added awesome SFX.
-TO DO-
Force Implement SFX.
Allow KO at 0 HP.
Swap out filled-in spiders.
Link Main Menu GUI.
Embed "Deathnote" font.
Disable jumping if attacking + attacking upon landing.
-TEAM-
Lots 'o play testing from the fans helped to catch bugs.
Wednesday, May 18, 2011
week 19 C Matthew Theroux
We don't need a squid. We have a squid.
What we need is a *bat*, a bat that works.
The bat needs to be filled in, at least on its injury animation, so that it can be mouse pasted. There need to be stops at every animation. The frames should be properly labeled. You need to refer to that documentation I went through the trouble of filling out for you. That is what it is there for. Mostly, get the damn thing filled in. Giving me the exact same broken file doesn't seem to fix this. Thanks.
What we need is a *bat*, a bat that works.
The bat needs to be filled in, at least on its injury animation, so that it can be mouse pasted. There need to be stops at every animation. The frames should be properly labeled. You need to refer to that documentation I went through the trouble of filling out for you. That is what it is there for. Mostly, get the damn thing filled in. Giving me the exact same broken file doesn't seem to fix this. Thanks.
week 19 B Matthew Theroux
-DONE-
Enabled Rotator rotation (bad linkage).
Enabled Rotator stop. (needed ABS() ).
Enabled Rotator reverse.
Created LevelDown animations from levelUp animations.
Added LevelUp & LevelDown animations.
Possibly found cause of mystery collisions: Rotators
Deleted rotator animations, suspecting the extra frames as the collision cause.
(Rotators rotate via code, anyway).
-TO DO-
Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.
Add awsome SFX.
Link Main Menu GUI.
End EnemyKO when timer ends.
Integrate LevelUp & LevelDown animations.
Embed "Deathnote" font.
*Always* kill Scrap at zero LOD. (Detection)?
Disable jumping if attacking + attacking upon landing.
-TEAM-
James is making a 'Credits' screen
Jack is making a loading screen.
Jack learned how to record in Fraps and will be taping video, Thursday.
Also Thursday: practice presentation up the wazoo.
-OTHER-
'Found my laundry card. I am happy to show up with clean pants. :D
Enabled Rotator rotation (bad linkage).
Enabled Rotator stop. (needed ABS() ).
Enabled Rotator reverse.
Created LevelDown animations from levelUp animations.
Added LevelUp & LevelDown animations.
Possibly found cause of mystery collisions: Rotators
Deleted rotator animations, suspecting the extra frames as the collision cause.
(Rotators rotate via code, anyway).
-TO DO-
Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.
Add awsome SFX.
Link Main Menu GUI.
End EnemyKO when timer ends.
Integrate LevelUp & LevelDown animations.
Embed "Deathnote" font.
*Always* kill Scrap at zero LOD. (Detection)?
Disable jumping if attacking + attacking upon landing.
-TEAM-
James is making a 'Credits' screen
Jack is making a loading screen.
Jack learned how to record in Fraps and will be taping video, Thursday.
Also Thursday: practice presentation up the wazoo.
-OTHER-
'Found my laundry card. I am happy to show up with clean pants. :D
Tuesday, May 17, 2011
Shaylin: Week 9 Tuesday
I don't know what happened, but I just finished the squid enemy animations a few minutes ago. I started the squid lod 2 animations today.
Monday, May 16, 2011
week 19 A Matthew Theroux
The final stretch...
-DONE-
Re-enabled fighting. (Label mismatch).
Stopped infinite injury on Scrap-LOD2, (aka, Jerry's Kid syndrome).
Fixed platform corner collisions with body & feet collisions.
Tweaked Scrap's max jump height to 120px.
Individual object scripting for the level-- at least, as far as I can understand.
Stopped infinite suicide rage (keystroke error).
Halted platform movement when 'Paused'.
Nullified wall collisions with 'hole' objects.
Nullified cutable collisions with 'hole' objects.
-TO DO-
Rotate rotators.
Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.
End EnemyKO when timer ends.
Embed "Deathnote" font.
Adjust Floor & wall collisions-- rooms 01, 02, & 03. (Mystery boxes)?
*Always* kill Scrap at zero LOD. (Detection)?
Disable jumping if attacking + attacking upon landing.
-TEAM-
Wear uniforms for team photo.
James will drop promo to Amanda.
-OTHER-
'Found my pants. 'Lost my laundry card. :(
-DONE-
Re-enabled fighting. (Label mismatch).
Stopped infinite injury on Scrap-LOD2, (aka, Jerry's Kid syndrome).
Fixed platform corner collisions with body & feet collisions.
Tweaked Scrap's max jump height to 120px.
Individual object scripting for the level-- at least, as far as I can understand.
Stopped infinite suicide rage (keystroke error).
Halted platform movement when 'Paused'.
Nullified wall collisions with 'hole' objects.
Nullified cutable collisions with 'hole' objects.
-TO DO-
Rotate rotators.
Increase LOD and max LOD when Scrap picks up 'Ink of Reality'.
End EnemyKO when timer ends.
Embed "Deathnote" font.
Adjust Floor & wall collisions-- rooms 01, 02, & 03. (Mystery boxes)?
*Always* kill Scrap at zero LOD. (Detection)?
Disable jumping if attacking + attacking upon landing.
-TEAM-
Wear uniforms for team photo.
James will drop promo to Amanda.
-OTHER-
'Found my pants. 'Lost my laundry card. :(
Saturday, May 14, 2011
week 18 F -Matthew Theroux (Saturday)
The end of a productive week.
-DONE-
Removed damage taken from enemies when slicing them.
Quit attacking, jumping, etc. when dead.
Enabled multiple button switches to activate a door.
Disabled wall sticking by reversing direction twice.
Added Scrap's animations for LODs 1 & 2.
Coded on Scrap's animations: LODs 1 & 2.
Checkpoints remove upon entry.
Pastings abort at checkpoints.
Created funky new reality ink.
-TO DO-
Renable fighting (What)?!
Adjust Floor & wall collisions-- room 02 & 3. (Mystery boxes)?
Fix platform corner collisions
|-> Try body & feet collisions
*Always* kill Scrap at zero LOD.
Tweak Scrap's max jump height.
Disable jumping if attacking + attacking upon landing.
End EnemyKO when timer ends.
-TEAM-
James & Zack collected their Scrap LOD animations into master MovieClips.
Jack did the main menu GUI button code, mostly.
James is continuing on the IndieDB site.
James is creating a "LeaveBehind" brochure
Zack is reworking the documents.
-DONE-
Removed damage taken from enemies when slicing them.
Quit attacking, jumping, etc. when dead.
Enabled multiple button switches to activate a door.
Disabled wall sticking by reversing direction twice.
Added Scrap's animations for LODs 1 & 2.
Coded on Scrap's animations: LODs 1 & 2.
Checkpoints remove upon entry.
Pastings abort at checkpoints.
Created funky new reality ink.
-TO DO-
Renable fighting (What)?!
Adjust Floor & wall collisions-- room 02 & 3. (Mystery boxes)?
Fix platform corner collisions
|-> Try body & feet collisions
*Always* kill Scrap at zero LOD.
Tweak Scrap's max jump height.
Disable jumping if attacking + attacking upon landing.
End EnemyKO when timer ends.
-TEAM-
James & Zack collected their Scrap LOD animations into master MovieClips.
Jack did the main menu GUI button code, mostly.
James is continuing on the IndieDB site.
James is creating a "LeaveBehind" brochure
Zack is reworking the documents.
Week 8
Whoa! Pizza? I woke up this morning and saw boxes of pizza in the kitchen!
5-10-11/5-12-11 I was working on extra animations for the enemies. I thought it would be cool to make an realization animation; where the enemy is coming to life.
5-10-11/5-12-11 I was working on extra animations for the enemies. I thought it would be cool to make an realization animation; where the enemy is coming to life.
Week 8-Zack McGuire
Interfaces is a week away. We have content that we can record and edit together to show game footage. Some final things are being worked out before we take footage. Once we do that we will work on our presentation for Interfaces. James is going to do a handout that we can pass out at the conference. There are still little things to wrap up and paperwork to update but things are coming together. Its been a long term.
week 18 E -Matthew Theroux (Friday)
-DONE-
Swaped in Eric's new Level + assets.
Removed the 2nd jump.
Fixed Spike detections.
Repaired all Eric's new level assets. (the Paper ruined the rect collison).
Enabled checkpoints that respawn the player after death and reset enemies.
Doors slide back down when their switch is deactivated.
-TO DO-
Remove damage from enemies when slicing them.
Disable jumping if attacking + attacking upon landing.
Account for multiple button switches to activate a door.
Floor & wall collisions-- room 02 & 3. >:~p
Platform corner collisions
-TEAM-
We meet tomorrow at 03:00PM.
PIZZA is neccessary.
Swaped in Eric's new Level + assets.
Removed the 2nd jump.
Fixed Spike detections.
Repaired all Eric's new level assets. (the Paper ruined the rect collison).
Enabled checkpoints that respawn the player after death and reset enemies.
Doors slide back down when their switch is deactivated.
-TO DO-
Remove damage from enemies when slicing them.
Disable jumping if attacking + attacking upon landing.
Account for multiple button switches to activate a door.
Floor & wall collisions-- room 02 & 3. >:~p
Platform corner collisions
-TEAM-
We meet tomorrow at 03:00PM.
PIZZA is neccessary.
week 18 D -Matthew Theroux (Thursday)
Blogger.com is back online. :~)
-DONE-
Created Scrap's separate "injured" animation /= "KO"
Disabled one-hit instant death from enemies
Named buttons & doors & rotators
Streamlined movement for doors (same speed & distance)
Disabled button collisions with boxes before they are done pasting
Enabled walking on top of doors with extra platforms, slightly above
Moved enemy-spike collision code to spikes (spikes have no KO)
-TO DO-
Swap in Eric's new Level + assets
Remove damage from enemies when slicing them
Disable jumping if attacking + attacking upon landing
Account for multiple button switches to activate a door
Remove 2nd jump.
Remove (???)
-TEAM-
Anthony is doing LOD transition animations for Scrap.
He finished 1-to-2 and is working on 2-to-3.
Shaylin is filling in the bat & spider.
Jack is working on the menus and GUI.
Eric redid the level + assets for texture.
Now, he is working on adding our awesome assets to an equally awesome showcase piece
James is handling our indieDB page.
Everyone is submitting their artwork for both projects.
-ALSO-
I lost my pants. :~(
-DONE-
Created Scrap's separate "injured" animation /= "KO"
Disabled one-hit instant death from enemies
Named buttons & doors & rotators
Streamlined movement for doors (same speed & distance)
Disabled button collisions with boxes before they are done pasting
Enabled walking on top of doors with extra platforms, slightly above
Moved enemy-spike collision code to spikes (spikes have no KO)
-TO DO-
Swap in Eric's new Level + assets
Remove damage from enemies when slicing them
Disable jumping if attacking + attacking upon landing
Account for multiple button switches to activate a door
Remove 2nd jump.
Remove (???)
-TEAM-
Anthony is doing LOD transition animations for Scrap.
He finished 1-to-2 and is working on 2-to-3.
Shaylin is filling in the bat & spider.
Jack is working on the menus and GUI.
Eric redid the level + assets for texture.
Now, he is working on adding our awesome assets to an equally awesome showcase piece
James is handling our indieDB page.
Everyone is submitting their artwork for both projects.
-ALSO-
I lost my pants. :~(
Wednesday, May 11, 2011
week 18 C -Matthew Theroux
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.
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.
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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