Showing posts with label Week 11. Show all posts
Showing posts with label Week 11. Show all posts

Friday, November 14, 2014

addition of Wave and some updates on graphics

Today we managed to create cool graphics like new clouds, fixed the fish animation, new splash, a placeholder wave.

The splash images were a bit too big which created some displeased faces in the programing group. Christian also added water in the splash to create additional effects. We are still not happy with the power up animation and we have done some rethinking of how it will look like. Right now it doesn’t really fit the overall graphic style we are going for.

Christian also worked a bit with a wave that will prevent the frog from going underneath the fish. In the future the wave will be an animation but right now it’s just a still image. It’s hard to create something like a wave in 2D because you can only use contours in 2D and not create any depth.

Andreas worked on the clouds in order to make the look a bit more realistic. Instead of the previotriangularuar based clouds we decided to go for a polygon design. That design gives the clouds more detail and makes them look more beautiful. You can see the new clouds here:

The fish animation is now done aswell. Now it just up to the coding guys to implement it…



Normal day, stuff fixed and added!

Stuff that I did today.


  • Music into the game! 
    Need to make it loop, and also add a button to toggle it off/on.
  • Implemented a wave that goes up and down depending on where the fish is jumping. We really need to fix this later since it is probably hardcoded to 1024x576.
    As well as adding animation to it.
  • Fixed the animation for our fish, we now have three animation steps. This was code that Axel started with my advice and I just barely did a finishing touch on it.
    We now have several animations for the fish, what we need to do is create an animation when fly is sucked in towards the fish origin/belly since now it kinda disappears in mid-air.
  • Adding a new water splash and had it sync to the wave!
    Lillies and water gets blown up in the air as the fish jumps.
  • Assigned Andreas to clean up some code, mostly making sprites the right sizes on every screen resolution, a lot of sprites does now have width and hight of their image size, not good when switching resolutions.
    I hope he does it.

Axel's week 11

I spent the Tuesday working with fixing the restart menu and the restart method. I also experimented a bit with the frog jump calculation.

On Friday I worked on polygons pretty much the whole day. Added different polygons for different states for the frog and added a polygon for the newly created wave class. Started on new fish animations but handed swapped jobs with Steven to create the wave polygon instead. Lastly added proper hit detection between fish and flies, before the flies automatically disappeared when they reached the frog's x position. Now we have proper polygon collision detection.

Tuesday, November 11, 2014

Week 11 web app is online.

Here

A lot of refined graphics


Today we worked on several things; the app icon, the fly, the background, the logo, and the fish animation. We found a nice origami font which we will use for the logo. To that we also added some shadows in order to make the logo look more paperish.


We still haven’t decided on which app icon the game should have, but we thought about voting which one is the best next time we meet. In addition to the app icons, Christian created more mountain pictures to make the game background less repetitive.


For the fish animation we added a closing mouth and some more fin movement in order add even more realism. It’s not completely done yet but we are getting there.

Finally, the fly looked weird so Christian created a more diverse flying pattern so the fly would go up and down a bit instead of just straight forward.







Game play and bug fixes!

Since we are 2 weeks behind in our timeline and there are a lot of gameplay flaws as well as bugs we decided that we would not implement a social leaderboard to the iOS. Futhermore we spent the day improving the gameplay and fixing a lot of bugs, as well as adding some new animation to our game.

For example, we noticed that the lillies where not correctly drawn on the iOS device, which was due because of old code which made our lillies scale depending on the gameScreen width. This is not really neccessary in our new code and just removing that part made the lillies to be drawn perfectly on all 16:9 ratios.

Another funny thing that happened during the implementation of the fish animation was that the fish width and height was swapped compared to our old fish image. This made our calculations and code to draw a very funny looking fish that was jumping as it died everytime it tried to catch the fly.


A icon and app name was also implemented to both android and iOS.