Friday, 26 May 2017

GameMaker - Asteroids - Part 3

- What difficulties did you have? 
I didn't really have too many difficulties, since the videos were pretty easy to follow, plus the logic was sound so I could figure stuff out easily too. I did have difficulties while adding extra details, though, specifically when changing the bullet so that it would change colour, and also adding "special" asteroids every set period of time. The coding for the asteroids was also really hard, since there was a lot to consider.
- How did you solve them?

Most of the logic and coding is repetitious throughout the whole game, so I just copied what was done to another object to get my wanted effect. For example, for the colour thing, I just followed how the instructor had changed the asteroid shape, and it seemed to work well. The "special" asteroid was even easier, since all I had to do was create two new objects (a hidden object and the actual asteroid) and copy most of the coding. The only thing I had to figure out was how to loop the alarm, but that was also taught in Catch the Clown. For the actual coding of the asteroid, I got a lot of help, and, after trying quite a few ways, something finally worked.
What did you change in your game to make it unique? How do these changes affect gameplay? I didn't change anything that pertained directly to gameplay. Most of my changes were about graphics. As mentioned before, I added a special asteroid that would appear every few seconds that had more point value, and changed it so that every bullet shot out from the player object was a different colour.
Google Drive Link: https://drive.google.com/open?id=0B6FcJkWYLvxscHZjOTU0Y2dhZlk

Monday, 8 May 2017

GameMaker - Asteroids - Part 2

Link to exe file: https://drive.google.com/open?id=0B6FcJkWYLvxsMHBTYVAxU3o5UTA

Once again, I didn't really have any difficulties, since the videos were quite easy to follow. I did have a bit of a problem while parenting, though, where the child wouldn't destroy after it was shot at.
I realized that that was because I hadn't added a piece of code with nothing in it, and it was fine after
I fixed that.

Tuesday, 2 May 2017

GameMaker - Asteroids - Part 1

Link to exe file: https://drive.google.com/open?id=0B6FcJkWYLvxsMHJpYURKMDhqQVk

I didn`t have a lot of difficulties while creating this, since the tutorial was quite easy to follow. I did get stuck, though, while adding the extra feature for the bullet to be a randomized colour when shot. Although I didn`t figure it out on my own, I learned that, other than the image being randomly selected, the image speed also had to be set to zero so it wouldn`t play as an animation.

Thursday, 13 April 2017

GameMaker - Catch The Clown

Google Drive Link: https://drive.google.com/open?id=0B6FcJkWYLvxsWWJmVTRxdDIyS0E 

What difficulties did you have? How did you solve them specifically?
I didn't really have a lot of difficulties, considering that the tutorial was easy to follow and there really wasn't a lot that could have gone wrong. There was a problem in which the sprite wasn't speeding up, though, but I backtracked and figured out that I hadn't checked the "relative" key. Plus, for the draw event option, there was more than on option to choose, so I just chose the first one and it seemed to work out.

Monday, 6 March 2017

Indie Game: The Movie

1. What are some of the differences between "big games" and "independent games"?
Big games tend to be more commercialized. They're targeting a large demographic and trying to please everyone. Independent can much more specific with their target group. Independent games also tend to be much more personal for the creators.
2. What are some of the difficulties the developers in the film have to overcome? They have to deal with funding, negative comments, and themselves. It's quite hard to be able to keep on task and not give up when someone has been working on a game for several years and still see no end. They also have to do a lot of work by themselves, since there's no one else to help them with the burden.
3. What do you think is attractive about developing an indie game? What do you think you would like about working on an indie game? What do you think you might not like? Working on an indie game would mean less restrictions, more freedom to do what I want, compared to a large company were I would probably not be allowed to create a game that I want to create. At the same time, it would mean less resources, and less people to work on it, meaning one person on an indie team might have to equal five in a big company. Plus working in a very closed, very stressed out environment might lead to problems with other coworkers or just mental issues in general. I would have to give up a lot of things, including a diverse social life.
4. What is some advice you might have for someone trying to create their own game based on what you learned in the film? Don't give up. Sometimes it'll get really hard, and it'll feel really helpless, but you won't know until you finish it. Don't try to make it a commercialized game (appealing to majority) explicitly, make something personal that you want to do. 
5. What is the best part of completing the creation of a game for the developers?
Probably being able to see the game, to see others play the game. It must really show them that the time and effort they put into the game has really paid off, and that others can enjoy it. Also seeing others realize the meaning of the game, why the game was created, really makes one feel glad that they did make it after all.

Final Self-Assessment

1. What was your favourite activity/assignment in the course? My favourite assignment this year/course would definitely be the character te...