mandag 30. november 2009

Case 10

The object of case 10 was to create menus.

Not the easiest of things! I encountered so many errors and problems while I was creating the menus that I'm actually surprised that I didn't kill someone out of sheer frustration.

Adobe, beware!

I've managed to create a "main menu" and a "how to play" screen, but that's as far as I've gotten. Will try to include a win screen and a fail screen sometime. 

Case 9

Case 9 was a piece of cake! We were supposed to put sounds into the game, but seeing as I've had sounds in my game since case 5, this was easy.

I just searched the internet and found various sounds that were free and legal to use in a game like this one.

Case 8

This case gave us the task of making some kind of object that the character was to pick up, and some others that he was to look out for, because they would hurt him.

I was never able to complete this case. I only got to the point of having put some pieces of meat out on the stage in random places across the x-axis, but you can't pick them up. Additionally, I haven't added dangerous objects either. The only dangerous things I've got in my game are the enemies and falling off edge of the world.

Will finish this case eventually though!

Case 7

The object of this case was to create an enemy that followed the player's character without any player-controlled input. Homing movement, if you will. Additionally, some sort of visual confirmation that you've been was supposed to be show, indicating that something happened.

I based much of this case off the example that we were given in one of the lab sessions. As is just my luck, a lot of the code was wrong for the way I was to use it, meaning that I needed help to get it working properly. It took a slight while to correct the code, but with the help of patient research assistants I was able to make it work. And after that, it was a piece of cake making the enemy roll around on the ground in stead of flying after Munch across the screen.