Testing & Debugging is useful because it does what it claims; to debug any errors within the game; if any code errors are present the output during testing will show up in the errors of the actions window which then can be corrected at its given location.
Monday, April 5, 2010
Gaming II: Coding Enemies
Adding enemy AI is very important. As the name states it adds artificial intelligence to an enemy to allow for attacks and even run away from incoming projectiles. Enemy coding is very useful in my game because a game such as mine has many enemies on screen at one time so being able to code enemies properly is a crucial part in gameplay experience.
Posted by TrAnZ4m3R at 8:47 AM 0 comments
Gaming II: Running&Jumping
Running and Jumping plays a huge role in my game; my game requires jumping and running to gather power-ups, attack enemies and traverse levels. Jumping may also be used to stomp on enemies a-la Mario Bros.
Posted by TrAnZ4m3R at 8:11 AM 0 comments
Gaming II: Platforming
Platforming will be used greatly in my game because my game is primarily a platform type game. Platforms will be used to create jumping ledges, barriers and other useful "stepping stones". Platforms create levels which enlarges the game world; it is useful to create muliple layers and dimensions.
Posted by TrAnZ4m3R at 7:49 AM 0 comments
Gaming II: Drag and Drop
Drag and drop is useful in games such as RTS or puzzle type games and can be incorporated in my game; i may include drag and drop in instances such as grabbing keys to unlock bridges or to bypass doors but that may be the extent of its use.
Posted by TrAnZ4m3R at 7:26 AM 0 comments
Gaming II: Character Effects
Character effects is a very crucial part in my game as it adds special effects; for example using alpha and rotation in unision can add a blinking effect for a propelled projectile or a spinning blade. These effects will add a visual and gameplay experience unique to platforming; power-ups can be shown blinking on screen and when added with a timer can boast many different options for the power-up.
Posted by TrAnZ4m3R at 7:15 AM 0 comments
Thursday, February 25, 2010
Gaming II: Timer
A timer is a great way to implement timed sequences to initiate frames or power-ups; i will use this in my game because i have power-ups that can be collected which has a time limit usage.
Posted by TrAnZ4m3R at 9:09 PM 0 comments
Gaming II: Sound Effects
Adding sound effects is a great way to add depth, variety and realism to a game; my game will have plenty of sound effects that is beneficial to the game which will enhance gameplay.
Posted by TrAnZ4m3R at 9:07 PM 0 comments
Gaming II: Learning from Others
Learning from others is substantial in my gaming techniques because getting help is never a bad thing; my peers have to taught me better coding practices a great sites to work on actionscripting.
Posted by TrAnZ4m3R at 9:03 PM 0 comments
Gaming II: Preloader
Preloader is a unique effect because it enables files to be uploaded so the end-user won't have to wait on the flash game to grab files. I may have to implement this because i feel my file is quite large and may have to pre-load them in.
Posted by TrAnZ4m3R at 9:00 PM 0 comments
Wednesday, February 17, 2010
Gaming II: Finding Solutions
If i'm lost and not sure of what i'm doing in Flash i typically do online searches but i mostly use my instructor Patrick for help. Being able to download a Flash file from globloria has also been very helpful because it shows exactly what code is written for the game to work.
Posted by TrAnZ4m3R at 8:19 AM 0 comments
Gaming II: Collison Detection
Today i learned how to code collision detection and projections; i will definitely use it within my game because my game features a lot projectiles and with it collision detection is a must in order for it to work properly.
Posted by TrAnZ4m3R at 8:16 AM 0 comments
Thursday, February 4, 2010
Gaming II: Score Keeping
Score keeping is a valuable asset to have; i plan to use it somewhat to keep track of health but i don't plan to use it primarily for score. Also, the health will be implemented with collision detection to better make use of the property.
Posted by TrAnZ4m3R at 8:13 AM 0 comments
Wednesday, February 3, 2010
Gaming II: Navigating Timeline
An issue that i encountered was keeping multiple symbols on 1 layer. i finally realized what i did and made sure to make several layers for all of my symbols.
Posted by TrAnZ4m3R at 10:02 AM 0 comments
Gaming II: Scrolling Background
Scrolling background is very essential part of my game because it's a side-scrolling platformer. I will use code to manipulate each symbol to move as the character moves left or right accordingly. A Scrolling background is a very useful mechanic that i will be using often.
Posted by TrAnZ4m3R at 10:00 AM 0 comments
Gaming II: Special Effects
Special effects add variety and pizzazz to a game; i will incorporate these effects via frame by frame animations and coding. I intend to incorporate sound effects/special effects with jumps, deaths, power-up pick ups etc.
Posted by TrAnZ4m3R at 9:58 AM 0 comments
Monday, February 1, 2010
Gaming II: Moving on a Path
This will be beneficial to me in regards to background animations that i will incorporate into the game that will make the game seem alive. I will add special effects and other motion add on's to make the game more livelier.
Posted by TrAnZ4m3R at 10:07 AM 0 comments
Gaming II: Learning From Others
Being able to join mulitple files together is very helpful in organization of all flash files that deliver what i'm expected of in my game. I was using mostly my own files and adding or deleting them into the actual game that i'm developing. I don't have an actual system more like a habit of cutting and pasting files that I need in my game.
Posted by TrAnZ4m3R at 9:43 AM 0 comments
