Monday, April 4, 2016

This week was our first week after our spring break week, and we made a lot of progress! We mostly focused this week on implementing the combat system so the player could damage his enemies through other means than simply jumping on them. First we had to come up with an attack animation that would show when the player presses the attack button (we decided on the 'x' button on the keyboard) to indicate that the player was in a state to do damage. At first we wanted to have Frobot doing a disco dance move, with his finger pointed upwards and forwards, but we couldn't get it to look right due to the limited number of pixels we have for the sprite. His hand just looked really messed up. So we went with a similar stance, only with two fingers extended upwards, like a peace sign or a "V" for victory. It just made the hand look better. Interestingly enough, it's similar to what Mario does upon completing a level in the early Super Mario Brothers games.

Then we had to modify the code to allow for the character to attack. After creating a statement that caused the animation to show when 'x' was pressed on the player's keyboard, we had to tackle the more difficult portion of the coding: making it so the player would actually do damage. We had to go into the enemyEntity class and give it a set of cases for different types of collisions, just like for the player character's class. Upon doing this, we could cause the enemies to take damage, but they would die too quickly. We had to give them a few invincibility frames so their health wouldn't drain all at once. This wasn't too bad though. We had to remove some lines of code in a section that wasn't really related at all though, which was weird and we still don't understand it. Oh well, at least it works. ¯\_(ツ)_/¯

Next week we'll be working on how to make it so the player doesn't simply win the game the entire time he's pressing 'x'. :)

4 comments :

  1. Incredible to see how your game has evolved over the past 7 weeks! Do you think the coding you have for your game is similar to the original Super Mario(person with very limited code background asking)?

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  2. The combat system is really cool so far! I can't wait to play the full game when it's finished.

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  3. Frobot has come a long way! How many levels do you think the game will have by the end?

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  4. Excellent progress gentleman! These questions are for both of you to ponder as you continue on your journey...

    1) When standing on the spikes, is it possible for the character to have a reaction (i.e., as in Mario, to trigger an automatic jump?) at present one is able to walk through the spikes as if they were only partially present. This question also partially applies to the acid of the second level.

    2) Similarly, it seems that jumping on an enemy causes damage to both Frobot and the enemy... is this the intention? Or should collision only affect Frobot?

    3) I enjoy the jumping/platforming element of the bottom level. Is there a possibility of increasing the difficulty of these platforming challenges by adding other elements? I.e., moving platforms, fireballs, circling/rotating elements? How will the learning curve progress between the levels to maintain player interest?

    4) Do you envision any other moves for frobot besides walk, jump and attack?

    5) Is there any purpose to the sequins?

    6) How did you calculate/assign the damage values? I.e. do spikes, enemies and acid all do the same amount of damage? and if so, why... and if not, why? :D

    Again, you have made incredible progress and I'm looking forward to seeing the process detailed in your presentation.

    Yours,
    Dr. H

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