Game: Oblivion Blaze
Name: Yeo Eng Tong
Admin: 053018D
Day 1
Mr Peter helped us out by creating a new SexyApp framework for us to work with as the base project has errors and buggy. Next, I helped Yan Long, Wye Huong to create the framework of the game. Helping them to solve debugging errrors and some formating of the framework. Thats the start of our game....
Day 2
I tried to create new boards and enable the boards to be swap around. I did something like when the button is pressed, it will swap to another board(a new screen displayed). Know how to create buttons and link them to new board. And helping around to solve debug errors.
Day 3
I helped Wye Huong with the input, did some of the logic and solved the errrors he faced. The part where the character moved to the middle of the screen than become the background to be moving left(so it will be like the character moving right). Helping out Yan Long in the merging of our codes. Helped with the debuggings and solving errors.
Day 4
I helped out in reading the score and did the timer. Timer was making use of the 100frame rendered per second. Wye Huong changed the fonts of the minutes, seconds. I helped out with Wei Kar in his collision detection trying to solve the errors that he face. Manage to know where the problem is but it seems a bit weird as the problem is about the value unable to be store into a new variable. Problem not solved in the end. Sad...
Day 5
I did the sound in the game. Music to start when game start, research on how to check whether the music has complete playing. And also when the mouse is over a button, a "ding" sound will play but there is a bit of problems doing this and tried to solve at home. And did out a storing of score using fstream. So call the storing of high score prototype out.
Week 2
Day 1
Continued my sound and face a problem. Its about passing the value through the stage class into the sound class rather than directly into the sound class. The value seems to be change while passing in indirectly. But if i change it to pass in directly, it works. Instead of trying to set the type of sound to play I start of testing with only one sound available to play. Means no value needed to pass in.
Day 2
Rework on the sound with a new logic and pass the value in directly into the sound class. More than one sound is available for testing. Using stage class to bring in value to sound class but not available for the button class(button class pass the value directly to sound class).
Day 3
Linking of sounds at different parts and merging of sounds system with the rest. Setting up sound and music type. Memory problem after merging but manage to solve at the end.
Day 4
Did a bit of the survival mode and making background music to be change at different situation example from main menu to stage and from stage back to main menu(linking from game over screen back to main menu)
Day 5
Researching of proper sound effects that suits the game and allowing the sounds to be pause and resume at the right time. Removing of sound at game over and game cleared. Sound effect of door at game clear.
Name: Yeo Eng Tong
Admin: 053018D
Day 1
Mr Peter helped us out by creating a new SexyApp framework for us to work with as the base project has errors and buggy. Next, I helped Yan Long, Wye Huong to create the framework of the game. Helping them to solve debugging errrors and some formating of the framework. Thats the start of our game....
Day 2
I tried to create new boards and enable the boards to be swap around. I did something like when the button is pressed, it will swap to another board(a new screen displayed). Know how to create buttons and link them to new board. And helping around to solve debug errors.
Day 3
I helped Wye Huong with the input, did some of the logic and solved the errrors he faced. The part where the character moved to the middle of the screen than become the background to be moving left(so it will be like the character moving right). Helping out Yan Long in the merging of our codes. Helped with the debuggings and solving errors.
Day 4
I helped out in reading the score and did the timer. Timer was making use of the 100frame rendered per second. Wye Huong changed the fonts of the minutes, seconds. I helped out with Wei Kar in his collision detection trying to solve the errors that he face. Manage to know where the problem is but it seems a bit weird as the problem is about the value unable to be store into a new variable. Problem not solved in the end. Sad...
Day 5
I did the sound in the game. Music to start when game start, research on how to check whether the music has complete playing. And also when the mouse is over a button, a "ding" sound will play but there is a bit of problems doing this and tried to solve at home. And did out a storing of score using fstream. So call the storing of high score prototype out.
Week 2
Day 1
Continued my sound and face a problem. Its about passing the value through the stage class into the sound class rather than directly into the sound class. The value seems to be change while passing in indirectly. But if i change it to pass in directly, it works. Instead of trying to set the type of sound to play I start of testing with only one sound available to play. Means no value needed to pass in.
Day 2
Rework on the sound with a new logic and pass the value in directly into the sound class. More than one sound is available for testing. Using stage class to bring in value to sound class but not available for the button class(button class pass the value directly to sound class).
Day 3
Linking of sounds at different parts and merging of sounds system with the rest. Setting up sound and music type. Memory problem after merging but manage to solve at the end.
Day 4
Did a bit of the survival mode and making background music to be change at different situation example from main menu to stage and from stage back to main menu(linking from game over screen back to main menu)
Day 5
Researching of proper sound effects that suits the game and allowing the sounds to be pause and resume at the right time. Removing of sound at game over and game cleared. Sound effect of door at game clear.
Game: Oblivion Blaze
Name: Loo Yan Long
Admin: 053305S
Day 1
Started with the framework of the game. I did the basic framework for all the GameLogics which include all files like colliDetect, physics, AI, Camera and levelHandler. It's still in the early stages. I just create the class and did all the functions to get and set the var in the class.
Day 2
Today is the when all the core system are created. I worked on the stage.cpp file. I made buttons to change the stage. Researched on making the buttons and linking them to other stages. So the basic main menu is out. Tested with the programmer's graphic which I made.
After completing the main menu, started working on the physic.cpp file. It's basically where all the physics will work. I did the func to calculate the gravity. Now objects are able to fall from the sky if you spawn it on the sky.
Day 3
Our base project has been changed. We changed to use demo5 of popcaps tutorial as framework. And everybody starting to merge their core parts into the new framework. Wasted lots of time in merging because our codes are changed in a number of different cpp files so merging is not so easy.
After merging, I ask wye huong to teach me how to use the XML files to upload my graphics into the game. It's really difficult to upload just 1 image. After awhile, wye huong learned how to use the resource generator tools provided so he taught me again. It makes things a lot easier.
Did the jumping func too. Now our character can jump. Looks cool.
Day 4
Improve the jumping func into more realistic. Now player cannot do a double jump in air. I limted that the jump func can only run when the character is touching the ground. And also the player can only choose one jumping direction. If you jump to the right, you cannot turn your character to move to left while stil jumping. This makes the character more realistic.
I help wei kar to solve his problem. For some reason, when we spawn 5 monster, only 4 monster will come out. I keep on testing and I finally realise its the linklist problem. I still cannot figure out what's the problem but both of us suspect is the getNext func of the linklist. Wei kar went home to redo that func.
Day 5
I help wei kar to do his colliDetect with obstacles. His character cannot stand on the obstacle properly. So I help him redo the whole func. And finally it works. Yay. Base on the same obstacle CD framwork, I went on to do the item CD. Now our character can collect items too.
Day 6
Did my own graphic button func. It can now have mouse over effect. Did all the button linking in the main menu. Change all the background of the main menu and the button with the graphics given by our DMD teams. Yay. No more programmer's graphic. Merge our codes together and form out alpha version.
Day 7
Today I continue on working the linking of the game. Now we are able to choose the character by pressing the picture of the character. There is also button to test to go next stage. After that, I did the part of the AI function. The enemy will now chase after the hero.
Day8
- Did the pause game func.
- Did buttons to go back to main menu or continue game while in pause mode.
- Created new loading screen.
- Correctly link the game from stage 1 to stage 2. score will be brought over.
- Gameover func compelted. There will also be gameOver animation shown.
Day 9
- Created and link the buttons in the pause game menu
- Created new scoring system
- Created the stage clear func and linking of buttons
- Animation for stage clear func
Day 10
- Enemy die will spawn items. Spawning is random
- Player will have 3 chances. Once 3 chances is used up, Game Over
- Fix the restart game bug. It used to crash if you close the game after your go back to the main menu after you go into stage 1. It has been fixed.
- Did a saveData func to save the player data and use it for another stage.
Day 11
- Create new CD system which is more realistic
- New scoring system. Different monster give different score.
- Merging codes for Beta.
Day 12
- Destroying creates will spawn items too. Enemies die will spawn health and rage item. Crates will spawn speed and chance item.
- Fix some major bugs in the new CD system.
Name: Loo Yan Long
Admin: 053305S
Day 1
Started with the framework of the game. I did the basic framework for all the GameLogics which include all files like colliDetect, physics, AI, Camera and levelHandler. It's still in the early stages. I just create the class and did all the functions to get and set the var in the class.
Day 2
Today is the when all the core system are created. I worked on the stage.cpp file. I made buttons to change the stage. Researched on making the buttons and linking them to other stages. So the basic main menu is out. Tested with the programmer's graphic which I made.
After completing the main menu, started working on the physic.cpp file. It's basically where all the physics will work. I did the func to calculate the gravity. Now objects are able to fall from the sky if you spawn it on the sky.
Day 3
Our base project has been changed. We changed to use demo5 of popcaps tutorial as framework. And everybody starting to merge their core parts into the new framework. Wasted lots of time in merging because our codes are changed in a number of different cpp files so merging is not so easy.
After merging, I ask wye huong to teach me how to use the XML files to upload my graphics into the game. It's really difficult to upload just 1 image. After awhile, wye huong learned how to use the resource generator tools provided so he taught me again. It makes things a lot easier.
Did the jumping func too. Now our character can jump. Looks cool.
Day 4
Improve the jumping func into more realistic. Now player cannot do a double jump in air. I limted that the jump func can only run when the character is touching the ground. And also the player can only choose one jumping direction. If you jump to the right, you cannot turn your character to move to left while stil jumping. This makes the character more realistic.
I help wei kar to solve his problem. For some reason, when we spawn 5 monster, only 4 monster will come out. I keep on testing and I finally realise its the linklist problem. I still cannot figure out what's the problem but both of us suspect is the getNext func of the linklist. Wei kar went home to redo that func.
Day 5
I help wei kar to do his colliDetect with obstacles. His character cannot stand on the obstacle properly. So I help him redo the whole func. And finally it works. Yay. Base on the same obstacle CD framwork, I went on to do the item CD. Now our character can collect items too.
Day 6
Did my own graphic button func. It can now have mouse over effect. Did all the button linking in the main menu. Change all the background of the main menu and the button with the graphics given by our DMD teams. Yay. No more programmer's graphic. Merge our codes together and form out alpha version.
Day 7
Today I continue on working the linking of the game. Now we are able to choose the character by pressing the picture of the character. There is also button to test to go next stage. After that, I did the part of the AI function. The enemy will now chase after the hero.
Day8
- Did the pause game func.
- Did buttons to go back to main menu or continue game while in pause mode.
- Created new loading screen.
- Correctly link the game from stage 1 to stage 2. score will be brought over.
- Gameover func compelted. There will also be gameOver animation shown.
Day 9
- Created and link the buttons in the pause game menu
- Created new scoring system
- Created the stage clear func and linking of buttons
- Animation for stage clear func
Day 10
- Enemy die will spawn items. Spawning is random
- Player will have 3 chances. Once 3 chances is used up, Game Over
- Fix the restart game bug. It used to crash if you close the game after your go back to the main menu after you go into stage 1. It has been fixed.
- Did a saveData func to save the player data and use it for another stage.
Day 11
- Create new CD system which is more realistic
- New scoring system. Different monster give different score.
- Merging codes for Beta.
Day 12
- Destroying creates will spawn items too. Enemies die will spawn health and rage item. Crates will spawn speed and chance item.
- Fix some major bugs in the new CD system.
Game: Oblivion Blaze
Name: Chua Wei Kar
Admin: 052087M
First of all, i am excited that we have a new teamate. Yesh, we are not 3 legged doggy anymore.
Revised on Link List, trying to get used to PopCap FrameWork. Lucky, its a user-friendly one.
Ok, we built and divided our game's framework into 3 sessions. I created all the variable classes and integrated the link list into the framework. Looks cool... thats all, took the whole day doing it. Ok, we have 1 new member but the designers lost 1 member. Hope that everything will turn out fine.
Day 2
Tried to render something onto screen using the info from each node. Did lots of testing and integration. The framework is there, now we need to code our logic in 1 by 1. So i started out with getting images pointer from each node and render out. Then added a few more variables and functions to the nodes, because we have 2 types of link list and nodes. 1 for monsters and the others for items, obstacles and projectile. So, we need more variables to differentiate them.
Thats all....
Day 3
Merged codes... Alot of codes to merge. 3 sessions into 1 big framework. Wye Huong, Yan Long and Eng Tong are doing good. Ya, took the extra time during the break to do programmers's graphics. It was FUN... and the graphics motivated us. Even though we wasted 1 day merging, but its worthy. I managed to render the GAMEWORLD....yeah....
Yesh, did OverTime at home... Redoing camera... Luckily it turned out well. Now the camera is "following" the character.
Day 4
Tuned the camera class, implemented collision detection with the ground. Wasted the whole afternoon doing CD with obstacles, gave up and passed the dirty stuff to Yan Long. Tuned the framework, linked every classes together. Half way through, i found out theres something wrong with my link list.
As usual, did OT...managed to repair them(orelse teamates gonna kill me) .
Day 5
Game managed to start normally. As usual i did lots of data reading,management and linking...
Finally....the designers gave us the graphics... Only a ninja animation....running animation. I loaded in and tested it out. Merged all the codes, now we have a background to move and jump around. The camera is locked within the map. We found out something very amazing. I asked Zhi Wei to do high score stuff and taking him forever. Eng Tong managed to finish it within 5 minutes.
Weekend
Did spawning of projectile and effects when the user attack. Collision detection when user attack the items and monsters. Debugging.... We need graphics to test out. My ninja is using button to attack the door, and the ninja...which is an enemy...become a main character.
Warning!!!: The contents below may spoil your mood for the day.
Look, I am trying to be professional here, you have a choice not to read it.
If you decide to fail my module after reading this. You are not professional.
And its you guys who taught me how to be more professional.
I feel bad when i keep pestering the DMD, but we have no choice. They had lost 1 teamate because he failed the previous model. Whats more amazing is, he took part in the discussion. If he failed Studio Project 1, WHY IS HE TAKING PART IN THE DISCUSSION??? WHY??? And the team didnt get 1 new member, so....Whats the DMD module leader doing??? Even their supervisor is busy with Studio Project 1, I have seen lots of supervisors coming down to take a look at their work, BUT WHERE IS OURS???!!! I heard that the DMD team is still waiting for her to approve the main menu and UI on the third day. Luckily, Mr Peter is not the same as the DMD supervisor. He helped us alot.
My teamates keep telling me that we are not graded on the graphics, but without graphics, we are not able to show! Some things can only be done when theres graphics....and do you think the lecturers will fully understand our codes??? Even the programmers forgot wat they did 2 to 3 weeks ago. Yesh, at most a C will be given to us, and maybe a + for our effort put in for the 3 damed weeks. C??? AIYA...STILL PASS WAT...(Noted: This is a "positive" comment given to one of my friend in the TD side from a lecturer). I am not worrying about the grade, but i will feel discouraged when we put in our best and we cant even get a complete game out. So what if u have a complete game engine??? There is NO GRAPHICS NO GAMEPLAY!!! Do you think showing a ball bouncing on the presentation day is FUN???!!! And ITS NOT THE PROGRAMMERS' AND DESIGNERS' FAULT. The lecturers can only give us a pat and say "too bad", they cant feel how angry we are right now.
WHAT IS THIS???!!! YOU TELL ME~!!! SUNDAY 3 PM, NO GRAPHICS NO ANIMATION. OUR ALPHA VERSION GONNA BE A GAME INSTALLER and a few buttons linking each other??? Boxes jumping on boxes??? What can i do??? WAIT AND FAIL LA!!!
Its ok mah, next year i still can participate in the discussion on the studio project with my teamates. When the 3 weeks project starts, OH GOSH!!! I FOUND OUT I NEED TO RETAKE LAST YEAR'S STUDIO PROJECT WOR!!!! BYE BYE TO MY CURRENT TEAM.... And my teamates are left alone to DIE...
Name: Chua Wei Kar
Admin: 052087M
Week 1
Day 1
Day 1
First of all, i am excited that we have a new teamate. Yesh, we are not 3 legged doggy anymore.
Revised on Link List, trying to get used to PopCap FrameWork. Lucky, its a user-friendly one.
Ok, we built and divided our game's framework into 3 sessions. I created all the variable classes and integrated the link list into the framework. Looks cool... thats all, took the whole day doing it. Ok, we have 1 new member but the designers lost 1 member. Hope that everything will turn out fine.
Day 2
Tried to render something onto screen using the info from each node. Did lots of testing and integration. The framework is there, now we need to code our logic in 1 by 1. So i started out with getting images pointer from each node and render out. Then added a few more variables and functions to the nodes, because we have 2 types of link list and nodes. 1 for monsters and the others for items, obstacles and projectile. So, we need more variables to differentiate them.
Thats all....
Day 3
Merged codes... Alot of codes to merge. 3 sessions into 1 big framework. Wye Huong, Yan Long and Eng Tong are doing good. Ya, took the extra time during the break to do programmers's graphics. It was FUN... and the graphics motivated us. Even though we wasted 1 day merging, but its worthy. I managed to render the GAMEWORLD....yeah....
Yesh, did OverTime at home... Redoing camera... Luckily it turned out well. Now the camera is "following" the character.
Day 4
Tuned the camera class, implemented collision detection with the ground. Wasted the whole afternoon doing CD with obstacles, gave up and passed the dirty stuff to Yan Long. Tuned the framework, linked every classes together. Half way through, i found out theres something wrong with my link list.
As usual, did OT...managed to repair them(orelse teamates gonna kill me) .
Day 5
Game managed to start normally. As usual i did lots of data reading,management and linking...
Finally....the designers gave us the graphics... Only a ninja animation....running animation. I loaded in and tested it out. Merged all the codes, now we have a background to move and jump around. The camera is locked within the map. We found out something very amazing. I asked Zhi Wei to do high score stuff and taking him forever. Eng Tong managed to finish it within 5 minutes.
Weekend
Did spawning of projectile and effects when the user attack. Collision detection when user attack the items and monsters. Debugging.... We need graphics to test out. My ninja is using button to attack the door, and the ninja...which is an enemy...become a main character.
Warning!!!: The contents below may spoil your mood for the day.
Look, I am trying to be professional here, you have a choice not to read it.
If you decide to fail my module after reading this. You are not professional.
And its you guys who taught me how to be more professional.
I feel bad when i keep pestering the DMD, but we have no choice. They had lost 1 teamate because he failed the previous model. Whats more amazing is, he took part in the discussion. If he failed Studio Project 1, WHY IS HE TAKING PART IN THE DISCUSSION??? WHY??? And the team didnt get 1 new member, so....Whats the DMD module leader doing??? Even their supervisor is busy with Studio Project 1, I have seen lots of supervisors coming down to take a look at their work, BUT WHERE IS OURS???!!! I heard that the DMD team is still waiting for her to approve the main menu and UI on the third day. Luckily, Mr Peter is not the same as the DMD supervisor. He helped us alot.
My teamates keep telling me that we are not graded on the graphics, but without graphics, we are not able to show! Some things can only be done when theres graphics....and do you think the lecturers will fully understand our codes??? Even the programmers forgot wat they did 2 to 3 weeks ago. Yesh, at most a C will be given to us, and maybe a + for our effort put in for the 3 damed weeks. C??? AIYA...STILL PASS WAT...(Noted: This is a "positive" comment given to one of my friend in the TD side from a lecturer). I am not worrying about the grade, but i will feel discouraged when we put in our best and we cant even get a complete game out. So what if u have a complete game engine??? There is NO GRAPHICS NO GAMEPLAY!!! Do you think showing a ball bouncing on the presentation day is FUN???!!! And ITS NOT THE PROGRAMMERS' AND DESIGNERS' FAULT. The lecturers can only give us a pat and say "too bad", they cant feel how angry we are right now.
WHAT IS THIS???!!! YOU TELL ME~!!! SUNDAY 3 PM, NO GRAPHICS NO ANIMATION. OUR ALPHA VERSION GONNA BE A GAME INSTALLER and a few buttons linking each other??? Boxes jumping on boxes??? What can i do??? WAIT AND FAIL LA!!!
Its ok mah, next year i still can participate in the discussion on the studio project with my teamates. When the 3 weeks project starts, OH GOSH!!! I FOUND OUT I NEED TO RETAKE LAST YEAR'S STUDIO PROJECT WOR!!!! BYE BYE TO MY CURRENT TEAM.... And my teamates are left alone to DIE...
Week 2
Day 1
The designers finally gave me the animations, but still lack some. I spent the whole day tweaking the actions and effects so that they sync with each other. I rework my collision detection for attacking, yeah its working fine right now. The alpha version is finally out, but theres no AI for it. The main menu buttons are linking correctly with each other. Player can try killing the ninjas. Doors are also breakable. I did some fading effect on the enemies and doors when they are destroyed. Looks presentation even without the death animation.
Something amazing did happen today, a teamate is trying to get codes from me to link his part to OURS. The problem is ....can he understand whats the codes for even without asking us??? We had changed many parts of our codes, its almost totally different from what he took 1 week ago. Even the other 4 teamates forgot what they did. Oh...what can i do??? I can only SEE if he can link them together...
Day 2
Coding for animation of enemy is done, enemy can chase after player in action. Controlling the enemy from AI.cpp is easy now. By pass in integers into a function can freely control the enemy's movement. I reworked on my attacking collision detection to perfect it. The animation of player is tweaked to make it smoother.
Day 3
I programmed the melee attack and range attack of the enemy. This made my link list and node very messy. The collision detection for the range attack is done too. The player can squat to dodge the projectile from the enemies. This takes me lots of time because the enemy needs to shoot in 6 directions(left,right,left-up,left-down,right-up,right-down). Very dirty and nasty codes...Hope i don't need to touch it again. A few more functions and variables are added to the node... The designers finally gave me the animations...yeah... but i feel that we are behind schedule...
Day 4
WE WASTED 1 DAY BECAUSE THERES NO GRAPHICS. TO MAKE THE SITUATION WORSE, THE DMD SUPERVISOR WANTED THE DESIGNERS TO CHANGE THEIR GRAPHICS. WHY...BECAUSE SHE DON'T LIKE THEM. WHY SHE DIDN'T TELL THEM LAST WEEK??? WHY SHE WAITED UNTIL WEEK 2 DAY 4??? MR PETER TAUGHT ME HOW TO BE PROFESSIONAL, WHY A LECTUER IS NOT PROFESSIONAL??? TELL ME WHY??? HOW YOU EXPECT A STUDENT TO BE PROFESSIONAL WHEN YOU ARE NOT!!! YOU MADE YOUR DMD STUDENTS WASTED A WEEK AND A HALF AND WASTED THE DET STUDENTS' TIME. ARE YOU SOME KIND OF BIG SHOT???!!! YOU ARE LAZY TO WALK HERE TO TAKE A LOOK AT OUR WORK... WHILE OTHER LECTURERS HAVE LEGS TO WALK HERE!!!
Day 5
AI is half done... I made some effects for the character when the player picked up Speed Orb. I need the graphics in order to continue with the AI. Good luck to us...I have nothing to say...Its pointless.
Week 3
Day 1
AI is done except the boss... We are still waiting for designers' graphics... And our team is getting real lucky, one of the designers' computer got infected by virus. Thats a good sign, i got a feeling our game gonna reduce the characters from 3 to 1. This makes our effort gone to waste, we made almost everything dynamic. What we need to do is to add in the graphics and tweak a few variables. So, I did all these and.....our game has only 1 character. Lets pray the designers can finish up by tomorrow orelse i gonna make my own programmer's graphic out.
After so many stupid incidents, i totally gave up. I regretted doing OT for saturday and sunday, those stuff we did are not put into good use. The rate of the designers giving us graphics is....like turtle crawling...but i don't blame them because their system is cocked up. These happenings seriously demoralised our teamates(especially the one who took 1 week to do option screen), even the leader(me) who has lots of self control started playing PSP today. I pitied my teamates who did as much work as me. I gave them permission to stop doing their stuff and play waiting game with designers. We should have slack through these 2 to 3 weeks like some other teams. Doing more work but unable to show.
Oh ya, one more issue, our beloved teamate, Lee Zhi Wei, we are not protecting him. To tell you truth, he is late everyday. I have no idea how he got his attendance signed. For the past 2 weeks and 1 day, he entered the lab after 9:30 am and sometimes 10 am. He should have been promoted to 11 stars general, but according to my daily observation, he got only 5 to 6 stars...What is this??? But still, he holds the highest rank in the world, so comrades, give him a salute!!! Yesh i am being professional here, I salute him to give him RESPECT. At least he earned the RESPECT himself, not like a particular lecturer from DMD who i mentioned above. She is LAZY to earn the RESPECT... so does she deserve one???
Day 2 to 5....(Tired)
I completed what i am supposed to and presented... I am a bad leader. Lets hope that the team for the next semester will not be the same. I learned something, a game with eye candy and no depth can last for at least 5 minutes, but with bad graphics, the lecturers don't even care about your gameplay. What have i learned in my Principle Of Game Design??? Can Mr Lim redefine the meaning of FUN???
IMPORTANT!!!
I sincerely apologise for what i stated above. Sorry for the words I used on Miss Hoe Peng Peng.
Game: Oblivion Blaze
Name: Yan Wye Huong
Admin: 054071F
Week
Day 1
1st day of studio project.. Using Popcap to make our game..
Following wad was written in the TDD, i made my part of the framework for the 1st day.. Made the gameView framework by adding new CPPs and .h files. Usually quite easy on the 1st day. After doing that, we tried to make things from scratch but strangely we had 91 warnings because Mr Leonardy did not do a good job on providing the Basic Project. It was full of errors and did not compile. Luckily, Mr Peter had solved it by creating an entirely new project for us..
Day 2
2nd day, i touched up on the framework.. did some linking.. Did input for the whole day but it didnt work.. so i wasted my time.. but i learnt how to tile textures across the entire game level.
At night when i was home, i redid the whole project because i wanted it to be the same way as Demo 5 from the tutorials. It had to be able to load images, sounds and cursors from a "resources" file. So i integrated Demo 5 with our current proj so we could make use of the resources.. as well as the initial loading screen of demo 5. This might help us save some time next time.
Day 3
Gave the framework to my teammates. We then worked using the new project. Much easier to use, textures were easily loaded from resources file. Did input again.. but my leader said i had done it the wrong way.
I took all the background images, character images everything, and placed them inside the resource.xml file inside the properties folder. The rest of my teammates were not so sure on how to do it.. so i had to do it.. and teached yan long how to do it also.
The DMD team had finally given us some artwork. But it wasnt usable..
Day 4
I did the GUI for the in game stats (Health, rage score.. ETC).
Luckily for that day, there was an image given by the DMDs.. however i had to tell him about 8 times on how i want it until i finally gotten it the way i wanted. So yeah.. i got my graphics for the ingame GUI.
Did the linking for Health and rage bar.. GUI.cpp can now read from Player.cpp on its current rage, current health so that it will be rendered correctly on screen. Graphics from DMD comes after the 2 rectangles i rendered on screen. So mine was behind the "Alpha-ed part" which was transparent.
Did timer also for that day. Score also.. Timer was done by using the 100 frame per second counter. mUpdateCnt if im not wrong.. so every 100 frames would give me 1 second.. that's how i did my timer. Made it look nicer because my leader wanted different fonts.. so in the end, the milliseconds were the smallest font, seconds the middle sized fonts, and Minutes the biggest font.
Day 5
On day 4's night.. i integrated my timer GUI and everything.. with weikar's version.. so the next day, we could start immediately. Without wasting time on integration.
Day 5.. designers gave us 4 or 5 pieces of artwork today.. I cleared up the resources.xml file.. deleted the images we didnt need, and added in those we needed. Gave IDs to all our images..
I then loaded in the background for our stage.. then i spent alot of time on tiling the background.. because i found out that the way our project works is different from what i had learnt in day 2.. so i made a new algorithm for our Background to tile perfectly.
Helped weikar to load the stupid ninja.. weird running animation.. we tried lots of ways. But concluded that it was the designers who didnt draw enough frames.. or it was that each frame, the characters didnt correspond with each other. Making it VIBRATE everytime it move from frame to frame.
END OF DAY 5.. weekends.. woo..
Week 2
Day 1
Today is the 1st day of the second week.. early in the morning, i had to script out the game level for stage 1. Well for today, i did levelHandler.cpp and scripted out the whole stage 1 while i referred to the GDD.
I loaded in enemies and obstacles to their respective places using the node linklist.. then i did linking for camera lock to the stage. At some parts you need to defeat all enemies before you can proceed on to the next part. During the last part, the player is supposed to fall through the ground and land underground.
There was a graphic provided by the designers and after i specified the mCols and mRows, i used DrawImageCel and animated it. The hatch looks like it's opening.. and then the player drops through.. cool.. tomorrow i will do more spawning of enemies and more stuff.
Eng Tong is very helpful.. and usually all bugs are solved when he is helping me.
Day 2
I continued the scripting of the Stage 1 today. Yesterday i did until the part where the player will fall into the pit.
Today, i spawn countless enemies inside the pit by running the mUpdateCnt. 1 enemy will be spawned per second. I needed to pile them up but sadly there is no graphics for piling enemies therefore i had to skip that part.
I then scripted stage 2, which is a forested area stage, but i had onli done until part 3 of 10 parts.. because i had to think of how to make the booby traps and pits. Tml i shall continue scripting Stage 2 because i already thought of a method on how to proceed further.
Day 3
Today i continued on the levelHandler.cpp.. the booby traps and pits have been done already. I just lack the graphics for:
Yup.. just the above.. The designers and seriously behind time.. i realli dunno wad to do.
After i did the level for stage 2, i made stage 3. Wei kar helped me to adjust some stuff and now i can spawn Metal traps that can animate. Stage 3 is still in the process of doing.. which i will do tml.
Day 4
Oh fuck.
Miss Hoe wanted the DMDs to redo quite a large majority of their graphics.. well we cant do anything. She's the boss..
Ok today, i did stage 3. Spawn obstacles for stage 3.. buildings are obstacles in stage 3. Yup that's practically what i did today. Hardcoding of positions, coodinates of exact places. Still lack lots of graphics but i do not blame the DMDs. Its very hard to work under pressure especially if your mentor is HPP.
Tml will do stage 4 AND 5.
Day 5
Stage 4, 5 and Survival Stage done.
Name: Yan Wye Huong
Admin: 054071F
Week
Day 1
1st day of studio project.. Using Popcap to make our game..
Following wad was written in the TDD, i made my part of the framework for the 1st day.. Made the gameView framework by adding new CPPs and .h files. Usually quite easy on the 1st day. After doing that, we tried to make things from scratch but strangely we had 91 warnings because Mr Leonardy did not do a good job on providing the Basic Project. It was full of errors and did not compile. Luckily, Mr Peter had solved it by creating an entirely new project for us..
Day 2
2nd day, i touched up on the framework.. did some linking.. Did input for the whole day but it didnt work.. so i wasted my time.. but i learnt how to tile textures across the entire game level.
At night when i was home, i redid the whole project because i wanted it to be the same way as Demo 5 from the tutorials. It had to be able to load images, sounds and cursors from a "resources" file. So i integrated Demo 5 with our current proj so we could make use of the resources.. as well as the initial loading screen of demo 5. This might help us save some time next time.
Day 3
Gave the framework to my teammates. We then worked using the new project. Much easier to use, textures were easily loaded from resources file. Did input again.. but my leader said i had done it the wrong way.
I took all the background images, character images everything, and placed them inside the resource.xml file inside the properties folder. The rest of my teammates were not so sure on how to do it.. so i had to do it.. and teached yan long how to do it also.
The DMD team had finally given us some artwork. But it wasnt usable..
Day 4
I did the GUI for the in game stats (Health, rage score.. ETC).
Luckily for that day, there was an image given by the DMDs.. however i had to tell him about 8 times on how i want it until i finally gotten it the way i wanted. So yeah.. i got my graphics for the ingame GUI.
Did the linking for Health and rage bar.. GUI.cpp can now read from Player.cpp on its current rage, current health so that it will be rendered correctly on screen. Graphics from DMD comes after the 2 rectangles i rendered on screen. So mine was behind the "Alpha-ed part" which was transparent.
Did timer also for that day. Score also.. Timer was done by using the 100 frame per second counter. mUpdateCnt if im not wrong.. so every 100 frames would give me 1 second.. that's how i did my timer. Made it look nicer because my leader wanted different fonts.. so in the end, the milliseconds were the smallest font, seconds the middle sized fonts, and Minutes the biggest font.
Day 5
On day 4's night.. i integrated my timer GUI and everything.. with weikar's version.. so the next day, we could start immediately. Without wasting time on integration.
Day 5.. designers gave us 4 or 5 pieces of artwork today.. I cleared up the resources.xml file.. deleted the images we didnt need, and added in those we needed. Gave IDs to all our images..
I then loaded in the background for our stage.. then i spent alot of time on tiling the background.. because i found out that the way our project works is different from what i had learnt in day 2.. so i made a new algorithm for our Background to tile perfectly.
Helped weikar to load the stupid ninja.. weird running animation.. we tried lots of ways. But concluded that it was the designers who didnt draw enough frames.. or it was that each frame, the characters didnt correspond with each other. Making it VIBRATE everytime it move from frame to frame.
END OF DAY 5.. weekends.. woo..
Week 2
Day 1
Today is the 1st day of the second week.. early in the morning, i had to script out the game level for stage 1. Well for today, i did levelHandler.cpp and scripted out the whole stage 1 while i referred to the GDD.
I loaded in enemies and obstacles to their respective places using the node linklist.. then i did linking for camera lock to the stage. At some parts you need to defeat all enemies before you can proceed on to the next part. During the last part, the player is supposed to fall through the ground and land underground.
There was a graphic provided by the designers and after i specified the mCols and mRows, i used DrawImageCel and animated it. The hatch looks like it's opening.. and then the player drops through.. cool.. tomorrow i will do more spawning of enemies and more stuff.
Eng Tong is very helpful.. and usually all bugs are solved when he is helping me.
Day 2
I continued the scripting of the Stage 1 today. Yesterday i did until the part where the player will fall into the pit.
Today, i spawn countless enemies inside the pit by running the mUpdateCnt. 1 enemy will be spawned per second. I needed to pile them up but sadly there is no graphics for piling enemies therefore i had to skip that part.
I then scripted stage 2, which is a forested area stage, but i had onli done until part 3 of 10 parts.. because i had to think of how to make the booby traps and pits. Tml i shall continue scripting Stage 2 because i already thought of a method on how to proceed further.
Day 3
Today i continued on the levelHandler.cpp.. the booby traps and pits have been done already. I just lack the graphics for:
1. Dogs
2. Running Animation
3. Stage 2 Boss
4. Stage 3 Enemies
5. Mage (strong and weak)
6. 2nd Character
7. Game over screen
8. Clear stage screen
9. Strong ninja
10. Death animation of ninja
Yup.. just the above.. The designers and seriously behind time.. i realli dunno wad to do.
After i did the level for stage 2, i made stage 3. Wei kar helped me to adjust some stuff and now i can spawn Metal traps that can animate. Stage 3 is still in the process of doing.. which i will do tml.
Day 4
Oh fuck.
Miss Hoe wanted the DMDs to redo quite a large majority of their graphics.. well we cant do anything. She's the boss..
Ok today, i did stage 3. Spawn obstacles for stage 3.. buildings are obstacles in stage 3. Yup that's practically what i did today. Hardcoding of positions, coodinates of exact places. Still lack lots of graphics but i do not blame the DMDs. Its very hard to work under pressure especially if your mentor is HPP.
Tml will do stage 4 AND 5.
Day 5
Stage 4, 5 and Survival Stage done.
