Tuesday 11 October 2016

Wingman Sam

The next game i made is called Wing Man Sam. This is a multiplayer game, where the player's controls 2 different plains and their objective is to defeat a wave of enemy plains and then eventually the boss.

In the making of this game at the 1st stage  i learnt how the background could make the screen go in a direction that looks like as if the player is moving. This is called the illusion of motion and is know as as a Scrolling Shooter game.I did this in game maker by changing the Vert Speed to a value of 2 in the room properties background tab, next i worked on 3 different island popping up,and going downwards, as if the plains moving forward.  This was easy to do as it only required me to make a create event to move in a direction (downwards relevant to background) and then outside room event to jump to a random location back to the top of the screen.
#In the second stage of making the game i focused making the planes object and most importantly the two-players controls. the controls for the planes where WASD and arrows. I only worked on movement so far in this stage, however i had to make the plane parent and work on the parent later. I did the control in a weird way, but it works. I made it so the player wasn't allowed to leave the room.
In the third stage of making the game i worked on the bullets that plane would shoot to destroy their enemies. This was kinda simple to do as it was only a key-pressed event, which would create an instance in relevant coordinates (0,0) of the plane object, moving in a constant direction upwards on a create event then when its outside the room, the instant would get destroyed, i also had to create a variable called can_shoot, so the game would register the amount of time the plane would shoot, this is also useful when developing the health of the plane and boss object later on in development.
In the next stage i worked on the how the bullet react when it gets in contact with the enemy plain and how the explosion object would show up. I did by making a basic enemy object with a controller object which would count the steps then randomly spawn a wave of enemy plains, which only moved in a direction downwards, and if the object made with contact with a bullet the enemy object would destroy itself and show the explosion animation.The explosion animation is an object itself which would go through all of its sub images of the sprite and when it reaches the end it would destroy its own instants.  If the enemy made contact with the plain object it would restart the game, and when the enemy object is outside the room, the instance would get destroyed. This object is a great parent object, however later in we want the enemy to move in directions other than downwards
After that, i worked on the boss object and how the enemy wave might have spawned and how they would try to defeat the players.. I did the enemy waves and boss spawn as a timeline. After a certain amount of steps waves of enemy would spawn then eventually the boss. i also worked on the health bar as well on player one and 2 a swell as the boss and then lastly i worked on how the boss would die. Unfortunately i ran into a bug where as the boss would crash the game and i haven't been able to fix the problem. This was a really simple game to make as it involved a lot of parenting. When making this game i saved around 7 version where everything was working the only problem i ran into was that the software would crash after the boss was defeated. As i progressed i removed the random enemy spawning as i relied on the timeline to do everything. i also made a lot of different enemy plains using the enemy basic as the parent object and i changed the way it moved and shoot. some plains moved sideways, and some plains had faster bullets. I also added a start for this game, this wasnt in the the tutorial pdf when making wing-man sam, and the game only relied one level as it was a scrolling games. so i couldnt make anymore.

When making this game i learnt a lot of new things on how to make games. The most important thing i learnt was the timeline and the the Vert Speed for the background. I will hopefully use these tools for making my own game, 

Pictures Representing Rochdale

In this task i had to take pictures and show how they represent Rochdale and explain the settings i used to take these picture. First of all i going to what the settings mostly show. They consist of ISO, 
aperture, and shutter speed.

When using a camera a person can change these setting by using the noble button -the thing that looks a scroll wheel. ISO means how sensitive the camera is to light.Aperture is referred to the size of the hole that lets light in. a bigger number means a smaller hole to let light in.Shutter speed means for how long the camera lets the light in before the picture is taken.

The 1st picture i took, was a tunnel that people - mostly 6th form students, used to get into town so they can do what ever they wanted to do. I manged to take this picture on 1st try with the setting making this picture look like as if the figure like person is entering some sort of heaven.
1st image, the tunnel to heavens
 The setting i used was an ISO of 800,  Aperture of 6.3, and shutter speed of 20. The reason why i took this picture because it represent the people in Rochdale being independent and they choose their own path and then face it. (just random bs)

In the next picture i took, it was a view of everything rochdale was known for. This included The 6th form college, The river Roch and lastly one building of the seven sisters. This picture also came right on 1st try, the aim in making the picture was to make it look like a nice day in rochdale being peaceful and stuff, which rarely happens as it always rains in rochdale.
2nd Picture, rochdale famous landmarks
The settings i used in this picture was an ISO of 3200, aperture of 8.0 and shutter speed of 3200, the reason i did a fast shutter speed was because i wanted to take the picture when it was sunny and the clouds would sometimes block the sun, so therefore as soon it got really sunny i took the picture instantly. This picture as i hinted before shows rochdale good side, giving rochdale a good impression to tourist, and that is the reason why i took the picture.

The 3rd picture i took, was a picture of one of the parks in rochdale town hall. This shows that rochdale cares about its environment and keeps some of the green to help the environment. did you know that rochdale has about 7 different parks and woodland areas you can go to, if you include the Middleton borough this would lead to 11 different parks in total.

3rd image, rochdale is green.
The settings i used to take the picture was an ISO of 400, aperture of 8.0 and shutter speed of 500. The reason why i took the picture with these settings because i wanted the picture have more green and these settings gave more green than other ones. also i really like this picture because it has balance into it, it makes people what are behind the trees as they can only see the grass clearly.

The next image i took was a memorial grave of something, i dont know why i took this picture, it just interested me. I guess it represent rochdale history as rochdale like to leave a mark of their history. I like how this picture has a balance of how things are centred and symmetrical. I also like the grey and green colours, they go really well with each other. The setting i used in this picture was an ISO of 800, Aperture of 2.8 and shutter speed at 2000. 
4th image, what was history.
The next image i wanted it to be a picture of rochdale clock tower in a perspective as if the person was looking up to it, and i wanted it to be really bright and only the clock tower to show, i kept getting the setting wrong because the picture was too bright so i lowered the sensitivity of the light, i would of got it on 1st try if the camera pre-viewed how the image would look. i had to take this image 3 times to get it on the right setting decreasing the ISO majorly. In last setting which i like i got the setting at 400 ISO, 2.8 aperture and shutter speed at 2000. The only thing which i changed within the 3 images was the ISO, and im pretty sure i dont need explain why as you can see below.
5th image, wrong settings
5th image second try, wrong settings
5th image, final settings. The clock.
The reason why i took this picture was because its has a major aspect in rochdale, the clock-tower and the town hall is like the heart of rochdale, people go into the town hall to register birth certificates and to get married, and obviously the clock tower tells us the time, which is very important.

This last image is kinda a joke on how it represent rochdale, this shows that the government hate the birds that have habitats in rochdale because they dont want people to feed them. I like how the images forces the person to read from top to bottom at the angle it is at, this image has some path and perspective to it. the setting i got this image at where an ISO of 400, aperture of 2.8 and shutter speed at 1000. I wanted this kinda preservative for the clock tower at night, however it works with the sign too
6th image, government hates birds.

Wednesday 5 October 2016

Lazarus & Super Rainbow Reef

Task 3 - GDD and 2D Games Engine

For the next part of task 3, I learnt the long and short ways of repeating code. I made 2 games.
The 1st from chapter 4 and the 2nd form chapter 6.

The 1st game where i had to alot of repeat code was lazarus. Lazarus is a tetris-like platformer game. The player controls a character which is a purple slime ball. Heavy boxes randomly spawn on top of Lazarus (purple slimeball) and the player has to move Lazarus from left to right to avoid from getting crushed by the box.
lazarus title screen
The player has reach to the end of the level (which is really high up) and the player is able to climb to the end as the boxes would stack on top of each other. Eventually this would lead a path of boxes on-top of each-other for the player to climb.

gameplay of lazarus
When making this game i saved 4 different version, each containing major aspects of the game.
The first version had the basic mainframe of the game. All the sprites, sound and player controls ready to be advance for gameplay to be changed. The last version had everything put together and working.
version 1 of resources
version 4 of resources
Whilst making this game i got confused a lot of time because i had to repeat the code and put slight variation depending on the property of the box.  
repeating code and changing due to the object property
(my struggle/confusion)
The second game i made was Super Rainbow Reef, This is a brick breaker like game and i made it quite quickly. When i was making Super Rainbow Reef, i made it alot faster than i expected, and as a total i made 5 version of the game at key stages of development. This is because the game had a certain structure of making it. A beginning, middle and end. This made me realize that organisation makes the development of a game more efficient.

In version 1 I started by making the beginning and end screen first. The end was easy to do as it only required  sprite to change a room with a single object inside and then it would show the highscore. Also at the end i changed the keybind from exiting game maker to going back to the start screen. The start screen was also kinda easy to do as it only consist of a mouse pressed event, which would lead to different action, like exiting the game or changing the room to start a level.

V1 organised

Start and End screens

In version 2 I worked on player controls. Before i did this i made a test room so i could see if the the player controls worked. This stage was mainly focused on how the objects - which represented the player would interact on the other objects like the wall. The only player interference was Katch. Katch would bounce back the ball like object in brick break - in this case the ball is pop, and pop would bounce of walls. Pop bouncing of brick was in the 3rd stage of making the game (version 3)

player interactions
resources for version 2

In version 3 i worked with a variety of different brick, they all has the same function which was to get destroyed and bounce back. So therefore i made the 1st brick a parent off all the rest. I also worked on the enemy object in this version. Like the blocks there were more then one enemy. So i made one a made the rest as parents. The parent one didn't move and that feature was added to individual enemy. The movement as also a parent for other smaller enemies.
enemy parenting code
similar objects, a lot of parenting
However some blocks had different feature and worked like powerup. Powerups where version 4 of the game and. This included how life's worked and how more then one balls where spawned. This was really easy to do as the life was represented in pop as a draw function and whenever pop left the room and there where no more pops left, a life will be taken away. If the player hit a life block one would be given. For spawning multiple pops (balls in brickbreaker) all that needed to happen was a collision event to create new instances.
power-ups blocks coding and pop interaction with blocks
Version 5 was really about making the levels. so therefor i left the testing level as it was. i can add more if i really wanted to, the only thing important to me if the game is working properly.
level making
gameplay