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.
