Uncategorized26 Mar 2008 02:47 pm

Download code here.

I was having problems loading the next level of the game.  Just a couple of hours ago I ended up reordering when I called the update() and gamestate() functions and now it works.   Level 3 doesn’t have much in it yet.  All it has is the map and one turkle-derkle which can’t do anything yet except for move left and right and prepare to shoot fireballs out its back.  It can’t shoot fireballs yet and there is no collision between player and turkle-derkle yet.  As planned, I will try to get the camera to continually move forward thereby forcing the player to keep moving forward.

level3.GIF

Uncategorized17 Mar 2008 07:10 pm

Click to download Blobby.

Total Hours Since Wednesday: 7

At last Zone 1 is complete, that is, depending on whether or not I want to make it more detailed. For the most part Zone 1 is done. Blobby can finally transform into his ninja form once the player reaches a certain point in Area 2 of this zone. Along with the transformation he can also throw shurikens at his enemies with the limitation of five onscreen shurikens with the ‘F‘ key. Ninja-style Blobby can defeat his enemies by throwing the shurikens at them except for those with stronger defenses who can take more hits. The whole shuriken/ninja business took about 3 hours and an hour searching for new sfx for this level. I wanted to make a transformation animation for Blobby but kind of just scrapped the idea after an hour or two of trying (these hours are not counted towards the total). (more…)

Uncategorized10 Mar 2008 06:23 pm

Total hours since last meeting: 12
Code @ http://students.umw.edu/~rrill4hf/.

A good 7 hours was spent working on the dumdums‘ animation, behavior, and position. Taking the “marching” suggestion into consideration the dumdums continuously fly vertically without the need for the player to be in striking range. Once the player does come into a dumdum‘s attack range, that same dumdum will keep following the player until Blobby is bitten or it goes out of range by going past the left side of the screen. This time around, rather than placing the enemies on the map randomly, I took the time of setting each enemy’s xy-coordinates. This became a trial and error process especially for the chump minions since I didn’t want them to be falling from the sky for this level. Personally placing the enemies became part of the level design as I strategically placed them where it would challenge the players. The dumdums can be defeated the same way as the chump minions by jumping on top of their heads. (more…)

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