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Monday, June 6, 2011

Final Game Files

The Swf. Fla. and As. files for my final game "when fish attack" have been E-mailed to Adam
The title of my game is called "when fish attack". The beta version of my game is modeled after the original break breaker game that was created by Atari called Pong. Break breaker (Pong) has various names that it is known by, for example some other versions are, paddle ball, hockey, pong and blast. I wanted to re create this video game with my own twist and funk to it. So I decided instead of just a plain paddle hitting the ball and breaking bricks, that I would have a fish in water taking revenge of scavenging birds. The fish would take the place of the paddle moving along only the (X) axis in order to hit the ball that could travel anywhere along the (X) and (Y) boundaries. As the fish aims to hit the ball, the main mission is to get rid of the birds in the sky. These birds will be used as targets and as well can only move along the (X) axis. When the bird is hit the instance of the bird will be removed from the stage and the player will receive points. This game will have a point system generated by the color of bird that is hit. Red birds will be worth 10 points, blue birds will be worth five points, and yellow birds will be worth 1 point. As the player moves to higher levels he/she will experience that each level will increase the speed of the ball and number of birds available to hit.  

Friday, April 22, 2011

Code Collage

I e-mail my swf file to Adam, here is the code for the collage assignment.


package {
import flash.display.MovieClip;

public class Main extends MovieClip{

public function Main() { //functions signiture
// constructor code


var hey1 = "Hello World";

var hey2 = "Bring it";

//prints Hello World to output
trace(hey1);
trace(hey2);

var Bird: MovieClip; // all varibles have to be movie clip

Bird = new Bird_01; // Bird from library

addChild(Bird); // adding bird to canvas

Bird .x= 420; // the height and width of ourthing
Bird .y= 120; // the width of bird
Bird.rotation= -10 // rotation of bird
Bird.rotationX= 45 // skewing

Bird.alpha = 100;

var Track1: MovieClip; // variable for track1

Track1 = new Track_Triple_Jump_01; //Track from library

addChild(Track1); //Track to canvas

Track1 .y=230

var PowerupJ: MovieClip; // all variables need to be movie clip

PowerupJ = new Power_Jump_01; //bringing power up jump from library

addChild(PowerupJ); // power to canvas

PowerupJ .y= 192
PowerupJ .x= 320
PowerupJ.scaleX = .50
PowerupJ.scaleY = .50

var Thunder: MovieClip; // all variables must be movie clips

Thunder = new Thunder_01; // bring thunder from canvas

addChild(Thunder); // bringing thunder to canvas

Thunder.scaleX = .70

var Fire: MovieClip;

Fire = new Fire_01; // bring fire from library

addChild(Fire); // fire to canvas

Fire .y = 195
Fire .x = 200


Fire.rotationX = -40

var Hat: MovieClip;

Hat = new Hat_01; // bringing hat from library

addChild(Hat); // hat to canvas

Hat .x = 415
Hat .y = 35
Hat.rotation = -15

var Racer1: MovieClip;

Racer1 = new Racer_01; // bringing racer from library

addChild(Racer1); // add racer1 to canvas

Racer1 .x = 50
Racer1 .y = 240


var Racer2: MovieClip;

Racer2 = new Racer_02; //bringing racer 2

addChild(Racer2); // add racer2 to canvas

Racer2.scaleX = .40
Racer2 .x = 400
Racer2 .y = -30

var Track2: MovieClip;

Track2 = new Track_01;

addChild(Track2);

Track2 .x = 450
Track2 .y = 150


}


}

}

Monday, April 18, 2011

Video Game Development

When it comes to video games the levels have to be diverse, for example levels for racing games should never be predictable, boxing/fighting games should have different venues or arenas, and sport games such as football, baseball, soccer, basketball etc. should constantly be renovated. Although most sport games stay consistent with the same button operations, the features and gameplay are always being updated every year.

As I mentioned above the gameplay should always be renewed, nothing is worse than playing a game that is repetitive. Some may say well what about a game such as “angry birds”, well that game is a perfect example. Yes “angry birds” is repetitive, because the goal is always the same, but the features of the game changes after reaching certain levels. You receive different birds and the structure of the levels is also always different.

When it comes to gaming there is a master hierarchy with various levels and steps. The most common separation I believe there is, is the difference between the “gamer” and the “creator”. Both branch off into many other systems themselves, but I feel that I would be most fit in the creator, since I always find myself thinking of different ways to create a better game instead of just enjoying the game that I am playing. This DMF 203 class has already given me the spark I needed to. When it comes to video game team development, I see myself as the level designer for the video game. My countless video game experience, creative mind, and ability to set goals enable me to create different scenarios and custom levels for a variety of video games

Sunday, April 10, 2011

Shigeru Miyamoto

Shigeru Miyamoto was brought up in a conservative family. His family was neither rich nor poor, but his upbringing was old-fashioned. A home with no television meant Miyatomo had to go out, explore his surroundings, be creative, and use his imagination. The rural village of Sonobe gave Miyatomo the opportunity to think of adventurous games. As a kid he always had a creative mind and always managed to find his own twist for games. It was mentioned that Miyatomo created games from wood sticks and strings. In his adventures, he stumbled upon a mysterious cave that was hidden behind shrubs and bushes. Although the article does not mention that this was the direct way Miyatomo found inspiration for the creation of “Mario” I feel that it had a big impact on him as a child. Miyatomo grew up to create many of the video games that Nintendo has become notoriously known for. Some examples of those games are; Zelda, Mario, Star Fox and Pikimin. Most of the video games he created or helped create still are very popular and continue to be played.

I grew up in a similar childhood as Miyatomo. My family was also a very modest family, we never had the worries of growing up poor, but as well we never had splurged with massive amounts of video games and televisions. Most of the games I had owned were given to me by my older brothers so I always had the hand me down original games. Most people would rather receive the top of the line new release video game, but I preferred the original games such as; Donkey Kong, Mario, Pac-Man, and Tetris. All these games were enticing and gave you the sense of being challenged.

This article gave me a slight more understanding of video game design in the past. The present method of video game design is much more complex and instead of adventurous paths in mysterious caves, video game designers now use older games for inspiration. The genius thoughts of Miyatomo have definitely made a great impact in the video game world. Without him who knows were our video games direction would be in and what different types of games would have been created.

Five Photo Collages





Monday, April 4, 2011

Self Reflection Essay "GAMES"

When I look back to the video the games that I use to play when I was young, many of the images were passive. Two of the most memorable games that I remember were Donkey Kong and Super Mario Kart. When I played these video games my main focus was always on the main characters. I never put much attention into the surroundings of the game and all the background components that had made the video game “lively”. The background designs were made up of the simplest forms of shapes. For example in the Mario Kart version of 1992; the mountains horizons were simply triangular and the grass was square blocks put together. An even simpler design that comes to mind was the Donkey Kong version of 1986. This games levels and surroundings were made up of straight lines and triangles. With this the video game designers were able to create platforms and ladders. After they set up the levels they inserted the “barriers”, which were the barrels Mario had to avoid.

Many of the images that made the video game fun were very simple but the strategically way the designers placed them, made the game pop-out. The games had simple designs to make the video game a challenging/fun experience. For example the power-ups in Mario Kart were items such as stars, mushrooms, flowers, bombs, etc.… These are simple ideas, but the items made the game more intriguing. As I mentioned earlier barriers are also another concept which made these games interesting to play. From the barrels rolling in Donkey Kong to the mud spills in Mario Kart these barriers were kept me playing the video games. I wouldn’t have continued to play the game if there were no challenges.

I plan on taking some of the easiest concepts of these video games of my child hood in order to make my game in DMF 203. Some of the ideas that I plan on taking over to my project are the power-ups, barriers, backgrounds, and character design in order to get some ideas to make my game intriguing. I’m going to create my own color scheme to make the game have a smooth feeling in order to keep the addictive playing happening. I have a lot to learn about the process of making games, but hopefully with the collaboration of old ideas and new ideas I will be able to make an interesting game.