Thursday, May 4, 2017

GameMaker - Catch The Clown

https://drive.google.com/file/d/0B6Vdtpf2jb31QjdfV0NiR2JVMEU/view?usp=sharing
They weren't many difficulties, but the most notable one that made me lose the most time was the background and clown image sizes.
How I solved the clown size was clicking "edit" on the sprite tab and scaling down bot the sprite and canvas to a suitable size. Changing the background size however proved to be more difficult; because it needed me to change the size outside of game maker. So I went back into Photoshop and re-scaled it to a perfect size (this let me use previous skills learned in the Photoshop unit).

Wednesday, March 8, 2017

Indie Game: The Movie

1. What are some of the differences between "big games" and "independent games"?
Big games usually have a bigger team. This enables them to not only shorten the amount of time and workload of each person (on the team) but allows them to be able to do things like; great graphics (HD), more in-game options, faster updates, bigger or more complicated story, and more content, more easily.
Big games also are usually made by a well-known company; thus ensuring them fans from the company's older games, as well as hype (and more fans) from extensive advertising. 
Meanwhile, independent games are limited by not only the amount of people collaborating (on the game), but also the diverse opinions on different story and game-play mechanics. However developers of independent games (due to their smaller numbers) are able to have more much more freedom in game elements (story, character designs, game level designs, etc). The biggest problem I believe independent games have is getting attention and support for their game. This is because an independent game (unlike a big one) will not usually have any past standing or reputation, thus the developers will have a hard time getting potential fans to be interested.

2. What are some of the difficulties the developers in the film have to overcome?
Attention/"hype", is something all developers have to worry about, but since indie developers usually don't have any history or past reputation (like the big companies); getting this attention (to their game) is a lot harder. 
Limited Workforce, is something big companies don't usually worry about (due to their giant teams; up to hundreds of people working on 1 game), however indie developers are usually limited to 4-5 people at most (sometimes even a single person). This means they aren't able to put things like level design, story elements (ex. Dialogue, backstory) and movement animation in their games as easily as a well-known company's bigger team.
The last and (what I consider to be the) biggest problem would have to be pressure. This is because pressure can literally come from anywhere; from the littlest thoughts (like "did I forget to save that file?") to meeting the demo for the game's deadline. Not only that, but this pressure is extremely unhealthy and very frustrating, which would not only annoy the developers (while they're working), but also may hinder their work as well causing their game to fall behind (also it may lead to procrastination which is also pretty bad).

3. What do you think is attractive about developing an indie game? What do you think you would like about working on an indie game? What do you think you might not like?
Well to quote my previous answers, I basically think I would enjoy all the freedom of making all the choices and the collaboration of only a few people (so less arguing........maybe). However I really really dislike how much pressure there will be. Like, I'm ok with not having as much "hype" for my game than other bigger companies, but I feel like pressures for meeting deadlines and working long hours will eventually catch up to me.

4. What is some advice you might have for someone trying to create their own game based on what you learned in the film?
I have one piece of advice and one only
(like I could say more but it would lessen the effect of the advice I'm about to say), and that is; whatever people online say about your game (whether good or bad) and no matter how much they complain (whether about 0.000001% drop chances of loot or how long development is taking) always just remember you're making this game for yourself not them.

5. What is the best part of completing the creation of a game for the developers?
Probably just the general relief of pressure from creating the game and the joy realised when people play, experience, and (most importantly) understand the meaning of the message you were trying to convey to them through the game.

Saturday, February 25, 2017

Friday, February 24, 2017

Monday, February 6, 2017

Scratch Level 2 - Racing Game

Racinjg Game
  1. What difficulties did you have with programming this game? How did you fix them? Be specific.                                                                                                                                                                         I had many problems during this project, but one of the more notable challenges I faced was with getting the blue car sprite to change into the red car sprite (that had no background and looked similar) when hitting walls. I fixed this problem by duplicating the same blue car sprite, painting it red, and then making a script that told the blue car costume/sprite to switch to the second (red car) costume/sprite whenever it hit a wall (for too long)
  2. What changes to the tutorial game did you add? Why and how?
The changes I made were; setting a (useless) countdown timer, and getting the blue car to change into a red one when hitting walls. I added these to fulfil the requirements of the project (as well as for extra aesthetic effect). 
I did the countdown timer by making multiple costumes with numbers (5,4,3,2,1) and a "GO!" sign, I then made a script that (after pressing the green flag) switches between costumes (with a 1 second interval in between costume switches.
How I made the car sprite change colours (when hitting a wall) is listed above in question number one.