Friday, November 21, 2014

Even more graphic redesign

Today we continued to improve the graphic elements we have. We changed the colors of the main menu buttons to that each of them has a separate color. This makes it look a bit better and it’s also easier to distinguish them. Furthermore, we designed a button for turning on and off the music and a button for the credit page.


We also looked for sounds that we could use in the game. There were some that we could use for inspiration. Andreas will try to create some game sounds during the weekend.

Lastly we worked on the tutorial image that is supposed to show how the game works.

Tuesday, November 18, 2014

Today we did some stuff!

Added a toggle off and on button to sound, we argued if we should put it in the top right corner, in all screens, but decided to put it in the main menu only.

Remade the lillies so we now only have 3 screenwidth sized lilles that scrolls instead of randomizing 7 different ones. But due to time I decided to only implement 2 pictures. The same with mountains as I added another texture for a more diverse look/feeling. This also made the code a lot better, and we saved a lot of sprites and freed up some memory for the game.

Also made some adjustments to the frog power up, as we now have a state that is power max, which makes the animation look better.

Changed some scrolling speed with the paralax to make it feel more realistic.

Took the task that I previously assigned to Andreas and fixed all the sprites so they are now relative to the screen width of the device. So now we can fully game test on all devices and can make changes to the gameplay properly.

Added an AD to the game, currently it shows in all screens, even when playing, but I should look up how to only show the ad while in the main menu or during game over. Using AdMob and google adsense to generate our cash!

Once more some redesigns of the graphics

Today we worked mostly on improving current graphic elements. We updated the background and made it less saturated in order to make the other game elements more distinguishable. Furthermore, we also made new images for the waterlilies so instead of 7 single waterlilies we made 3 images with several lilies. This will make the game performance more optimized. We also added a new sound toggle button for the music.

Regarding the app icon we haven’t chosen one yet. We have several alternatives but none of them feels really good so we are still working of this.


The power up animation was redone once more, this time though, we are quite pleased with the results. We also created a power up animation when the frog has full power which gives an indication for the player.

A wave animation was done as well, which in the end looks more like a hand rather than a wave :).




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.