Thursday, 21 March 2013

Evaluation

Evaluation:

To begin this task we were set to create a Video Game trailer and to begin with we researched through trailers to gain an understanding of what we have to create and how one is laid out. I look at a few trailer which I thought were good and present the story and music well, Once that was done I went to create my own and for this I started by creating a mind map and coming up with ideas for a main character and a story. At first I want to create some high level of detail but as I drawing out I felt it wasn't unique, I created a flash stick man drawing and I thought of that style but I saw a few class mates of mine were doing the same style and I wanted mine to stand out. I looked at what I wanted to do so I can up with a few ideas but one idea which I used were high detailed human stick men and I liked this because there was no face but I would use there body language to show how they feel. I had my character designs and I need to come up with a story but I had some difficulty's, reason begin is all the ideas which I came up with had already been done but I came up with idea which had already been done but I used my own elements to make it into something of my own. I had all the ideas down and I created all the images in Photoshop while I was doing this I was looking into music and I looked around but I came across and orchestra group which creates dramatic music "Two Steps From Hell" I like the style a lot so I chose one of there tracks to be in my trailer. To make the trailer I placed my first scene into After Effects but I only managed to create on scene and for this I used an video taken off YouTube and it was the coding off "The Matrix".
Over this task I have learnt a more about the programs which I use and also how to construct my time and how to develop story and characters better.

For the second task we were set to work on a new program which I have not used before Construct 2, I heard previously that it has similarity's to Adobe Flash. To begin with we started to get an understanding of it by creating demo's, when we were finished, we had to create a video game level based on the video game trailer which we made before hand. I began by recreating some back grounds and when I finished a few more designs to place everything in Construct 2 we had to delete the white backgrounds and ALWAYS save them as a PNG file. To begin with I had to resize my images file's to fit in the canvas for construct 2. When I placed my main character coloured in Construct 2 the colour would not show up and I was a bit concerned but I had to use the paint bucket in to fill in the colour which I wan't happy with but I found in game play it looked OK. For the enemy I created the sketch but During this time I created a ruff copy with all the coding working and when I changed the graphic's the game began to not run well and due to the time which I had I kept the ruff sketch of the enemy. The game itself run's OK but I had a few issues along the way but I managed to sort them out. For the soft wear itself I enjoy the simplified coding but I found myself missing the tools found in Adobe Flash and I think in the future I would use Adobe Flash.  
       

Wednesday, 6 March 2013

2d animation (construct 2)


Construct 2 Info: 
"Construct 2 is a HTML5 based game editor developed by Scirra Ltd. It is a aimed primarily at non-programmers for creating games in a drag-and-drop fashion utilising a visual editor and a behaviour based logic system. It is the successor to construct Classic.
On October 18 2012, Construct 2 was submitted to stream GreenLight construct 2 was in the first batch of software titles to be GreenLit on November 30. On January 26 2013, Construct 2 was the second GreenLit Software title to be launched on Steam.
This application run of windows."

Quick & Easy-  https://www.scirra.com/construct2

"Bring your work to life in hours and days instead of weeks and months. With Construct 2 making games is a piece of cake: just drag and drop objects around, add behaviours to them, and make everything come alive with events! With a quick and easy to grasp Ribbon interface, you have clear access to a wide set of tools that allows anyone to jump into game creation with little to no prior game development knowledge. The Layout Editor provides a what-you-see-is-what-you-get visual interface to design your levels. You can drag, rotate and resize objects, visualize effects applied, and quickly change their settings to your liking in the Properties Bar. Objects can be arranged on separate layers for enhanced organization, allowing advanced parallax and blending effects. There's also a built-in image editor to conveniently make quick edits to your object's graphics. Within minutes or hours you can have a working prototype that you can share with friends to play. In almost no time you can test your ideas and know if they are really fun or not, focusing your efforts in what matters the most: designing your game!"

     





To begin with I started to create some sketches in Photoshop and when I finished these I saved them as a PNG file and deleted the background. Once this was finished I placed it into Construct 2 and I was able to make it to a playable character.



This is an early design of my game character, I cancelled this character design because I wasn't to sure if it would fit in well with my game.




This is an early level design, I used one of my landscapes which I painted in Photoshop but to place it in Construct I had to resize the image so it would fit in the area limit, after that was done I added a few platform section In Photoshop and save them as a PNG file and again place it into Construct and moved it in to the right place so the player would be able to reach it when being played. When the blocks were in the right place I put collision on the blocks so the player would be able to walk on them and I place collision and flash on the enemy for when you hit them.









This is a sketch of my character and this was done in Photoshop, I did add colour but as I placed the character into construct 2 the colour would not appear so I place the character in the program and used the paint bucket to add the colour.
















This is the character with colour I am not to happy with this outcome but from the distance of game play you can not notice it much but I am trying to find a solution for the colour problem which I am having.



















Game play: this is the game play and for the character i did him bouncing up and down while walking along and to change image of the character when jumping to give it a better realism feel to it.  


Enemy moving left and right, and when hitting the playable character he flashes when damaged and when the character moves he moves up and down along with when jumped on he flashes and the character jumps in the air.




Jumping animation when jumping from platform to platform.




For the coding I found it to be more simple and I prefer this to flash, reason being is the layout design and knowing what to put in I find it much better I had a few little issues with some of the coding for the characters but I managed to over come them and proceed with the game.













Experimentation:






















For my game I was looking at two different bits of coding for the Enemy and I was look at on where the Enemy moves left and right following the enemy and Another with moves horizontal and a high speed which I control I have looked and played both of the one of them make the enemy fall off the map and the other one work much better and the collision work on it.