Wednesday, 17 December 2014

Task 3






                                                                           Work Flow

Sprites
Sprites are the bitmap images that game maker uses for characters, props and backgrounds.
The name of your sprite is key as you need to go back and use the sprites again and again.
The sprite is in pixels and you can change the size of it as you like however as you  make a bigger sprite it will require more memory space from your pc. This also means if your sprite is of a large size (set by you) there can me more definition on it meaning you can put more detail on it as you design.
A collision mask also known as a kill box decides whether a character or prop is affected when it comes in contact. By modifying the sprite’s mask properties you can choose if the object is able to get hit or come in contact with other things.
Objects
This is the base of anything that moves (Player(s) ) or is animated. You can add events to an object to make it do certain things for example by choosing the step option under event you can give the object a loop of repeating an action. You can also choose how long the loop is for example if you want the object to stutter or shake you would make it happen for every frame of the game instead of a 5 second (Onwards) delay.

Coding
A hint is to help us understand what a code is so you know what the coding under it is for and means.
Codes are used to bind functions to keys for example ‘if keyboard_check (ord(‘’W’’))’’ means If the W key is pressed, the code above it will come into action.
You can be more specific on the movement of an object or the player when the button is pressed by putting in coordinates i.e on the axis.
Levels
The size of a level can be changed to your desire. You can  make it as big or small as you like but like a sprite, the bigger its size the bigger amount of memory will be used.
You can create a level to use the player and test the controls in. By enabling the player object for the level I can use the character see if the keys I binded in the coding function correctly.

Setting movement limits (Walls/Invisible walls)
This requires coding meaning you can limit quite a lot if you desire. For the player to stay within the level, there needs to be a limit set up around the level, like walls. You can choose where a player cant go or is stopped by coding restrictions to the player’s coordinates meaning he/she cannot go any further than the limit.
To create the wall, you will need to know the exact coordinate of the axis of the level so you do not end up limiting too much of the area in the level.

Scrolling background
Parallax scrolling is when the background of the game has more than one layer simultaneously moving/playing.
A background is made in an image editor where you can draw up many layers of backgrounds for example background1 can be the clouds (made by you) which moves at a faster rate than background2 which are trees. The maximum number of background layers you can have in Game maker are 8 layers that will play simultaneously.

Particle system effects
This function can give objects and characters a constantly animated look. For example by adding particle effects on a barrel I can make smoke come out of the top of it making it look a bit more logical. To add particles you code functions onto coordinates of the object and player.

Player Projectile and Sound
Player projectiles are projectiles that emit from the player when the bound key is pressed. To add this you must add a few events and write some code and add scripts in the events in order for a visible projectile to come out of the added points of creation on the axis.
To add sound you simply get a sound file that suits the projectile and add it from the sound option.
Animated enemy sprite
An animated enemy sprite is a set of images drawn or imported by you which move in a sequence for example one frame has a circle and a dot inside, for it to be an animated sprite the circle must move in the next frame so when played it works in a sequence to give a feel of animation.
Enemy object spawner
This is where and how your enemy objects spawn but not only that, you also choose how long the spawner takes to reset meaning when a new enemy spawns from the same spot or whether the spawner only works once for the level.
Enemy destroyed by lazer
For an enemy to be able to get destroyed by a lazer projectile shot by the player you must first add the basics i.e collision between the lazer projectile object and enemy object. Then you can go on to code particle effects that emit from the enemy when contact between the projectile and enemy object is made.
Enemy projectiles
In order to create projectiles that affect the player, you must create projectiles that are linked to the enemy object. Rather, inside the enemy object files.
The same procedure applies to enemy projectiles as the player lazer projectiles.
















Work flow
To begin making my environment/level, I created a plain terrain.  I had planned my level beforehand so I knew exactly what to do as I carried on to manipulate the terrain to create a border around the world. In order to ensure the player does not fall off, I created very tall rocky mountain walls surrounding the world.
After the border was made, I started shaping the world into how I wanted it to look. As I was making a quarry and knew exactly what look I wanted to give it, I started to carve in a pathway that runs from the bottom of the map to the top.
I wanted to add a texture to the ground that resembled my original plan. In order to find the correct texture I went on a site called ‘’Cgtextures.com’’.  However I could not find the exact one so I downloaded two texture files and overlapped them onto one another with the 2nd layer in lower opacity making the ground look blended and natural.
Next step for me was to download the correct assets to make the world look like an abandoned quarry/ building site.
I went to the Unity Asset Store and browsed assets available to download. I downloaded many assets that fit my scene very well. It includes  big bins, canisters, the quarry machine itself in the middle, rock assets, broken building, fuel tank and a few more small props.













Monday, 17 November 2014

Task 2 Using 2D Game Engines

     Workflow







                                                                           Work Flow

Sprites
Sprites are the bitmap images that game maker uses for characters, props and backgrounds.
The name of your sprite is key as you need to go back and use the sprites again and again.


The sprite is in pixels and you can change the size of it as you like however as you  make a bigger sprite it will require more memory space from your pc. This also means if your sprite is of a large size (set by you) there can me more definition on it meaning you can put more detail on it as you design.
A collision mask also known as a kill box decides whether a character or prop is affected when it comes in contact. By modifying the sprite’s mask properties you can choose if the object is able to get hit or come in contact with other things.

Objects
This is the base of anything that moves (Player(s) ) or is animated. You can add events to an object to make it do certain things for example by choosing the step option under event you can give the object a loop of repeating an action. You can also choose how long the loop is for example if you want the object to stutter or shake you would make it happen for every frame of the game instead of a 5 second (Onwards) delay.


Coding
A hint is to help us understand what a code is so you know what the coding under it is for and means.
Codes are used to bind functions to keys for example ‘if keyboard_check (ord(‘’W’’))’’ means If the W key is pressed, the code above it will come into action.
You can be more specific on the movement of an object or the player when the button is pressed by putting in coordinates i.e on the axis.


Levels
The size of a level can be changed to your desire. You can  make it as big or small as you like but like a sprite, the bigger its size the bigger amount of memory will be used.
You can create a level to use the player and test the controls in. By enabling the player object for the level I can use the character see if the keys I binded in the coding function correctly.



Setting movement limits (Walls/Invisible walls)
This requires coding meaning you can limit quite a lot if you desire. For the player to stay within the level, there needs to be a limit set up around the level, like walls. You can choose where a player cant go or is stopped by coding restrictions to the player’s coordinates meaning he/she cannot go any further than the limit.
To create the wall, you will need to know the exact coordinate of the axis of the level so you do not end up limiting too much of the area in the level.


Scrolling background
Parallax scrolling is when the background of the game has more than one layer simultaneously moving/playing.
A background is made in an image editor where you can draw up many layers of backgrounds for example background1 can be the clouds (made by you) which moves at a faster rate than background2 which are trees. The maximum number of background layers you can have in Game maker are 8 layers that will play simultaneously.



Particle system effects
This function can give objects and characters a constantly animated look. For example by adding particle effects on a barrel I can make smoke come out of the top of it making it look a bit more logical. To add particles you code functions onto coordinates of the object and player.

Player Projectile and Sound
Player projectiles are projectiles that emit from the player when the bound key is pressed. To add this you must add a few events and write some code and add scripts in the events in order for a visible projectile to come out of the added points of creation on the axis.
To add sound you simply get a sound file that suits the projectile and add it from the sound option.

Animated enemy sprite
An animated enemy sprite is a set of images drawn or imported by you which move in a sequence for example one frame has a circle and a dot inside, for it to be an animated sprite the circle must move in the next frame so when played it works in a sequence to give a feel of animation.
Enemy object spawner
This is where and how your enemy objects spawn but not only that, you also choose how long the spawner takes to reset meaning when a new enemy spawns from the same spot or whether the spawner only works once for the level.
Enemy destroyed by lazer
For an enemy to be able to get destroyed by a lazer projectile shot by the player you must first add the basics i.e collision between the lazer projectile object and enemy object. Then you can go on to code particle effects that emit from the enemy when contact between the projectile and enemy object is made.
Enemy projectiles
In order to create projectiles that affect the player, you must create projectiles that are linked to the enemy object. Rather, inside the enemy object files.
The same procedure applies to enemy projectiles as the player lazer projectiles.

HERE IS MY GAME:





Friday, 12 September 2014

Game Engine Terminology Worksheet



demo

http://store.steampowered.com/freestuff/demos/


beta
http://store.steampowered.com/search/?snr=1_220_221__12&term=beta

alpha

http://store.steampowered.com/agecheck/app/221100/

pre alpha


http://store.steampowered.com/agecheck/video/249380/2031775/


gold




debug

https://www.youtube.com/watch?v=f084RFIepe0


white box testing

https://www.youtube.com/watch?v=gsK3mU5tdmY

bug

https://www.youtube.com/watch?v=89auqAwlMys


vertex shader

https://www.youtube.com/watch?v=1G37-Yav2ZM


pixel shader


https://www.youtube.com/watch?v=HFG9Gp3tbMo


post processing

https://www.youtube.com/watch?v=VS-95_-GnEQ


rendering

https://www.youtube.com/watch?v=3H_QfoaeNys


normal map

http://gamedevelopment.tutsplus.com/articles/gamedev-glossary-what-is-a-normal-map--gamedev-3893

entity

https://www.youtube.com/watch?v=8FWULdNHqJE

uv map

https://www.youtube.com/watch?v=iIvTUDgaXik

procedural texture

https://www.youtube.com/watch?v=NkTIZ1GldgQ

physics

https://www.youtube.com/watch?v=UlO_mflZ7Cs

collision

https://www.youtube.com/watch?v=id-0Bza3z-A

lighting

https://www.youtube.com/watch?v=-ftMIMuB_eo

aa

https://www.youtube.com/watch?v=Rqz1keCBljQ

lod

https://www.youtube.com/watch?v=NSclvuioZhc

animation

https://www.youtube.com/watch?v=9fkPzb0VLJE

sprite

https://www.youtube.com/watch?v=f1AsIddWxMQ

scene

https://www.youtube.com/watch?v=XQa7U-l96io

library

https://www.youtube.com/watch?v=75VnhAXA_nY

ui

https://www.youtube.com/watch?v=Yk_CxjBhBdQ


frames


https://www.youtube.com/watch?v=Ie2dN418GTA


concept

https://www.youtube.com/watch?v=jVYzsbBxaQw


pathfinding

https://www.youtube.com/watch?v=jVYzsbBxaQw