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.
