As you can see there are no arrows! The buttons look really big, but its so its easier to tap them on the screen on a phone. The reason we eliminated the arrows is because they were awkward to tap on the phone. We moved the buttons to the middle to make it easier to play.
I also added some gameplay updates to make the first level less linear and more interesting. This represents a part of the level where Pojo has to take a leap of faith to make it on to the platform.
Tasks I completed:
- Adjust sign size to look better
- Time Mario Level One and Pojo Level One; compare
- Add more crystals by changing level slightly so its not so linear
- Load up Pojo on the phone and test if it works
- Create Level 1
- Replace Pojo with Red Square for now
- Fix paint offset for square sprite
- Make it so Pojo moves by touching the screen, not through buttons
- Get rid of arrow keys, move jump and shoot to middle of screen
- Pressing button does not count as screen tap
- Make buttons larger
- Fix bug where pojo runs left/right after dying without input
- Fix bug where Pojo infinitely goes in one direction if held down when dies
- Add some game updates to level one
Next week I hope to improve upon the left/right tapping system by detecting multiple touches so Pojo will begin moving the other direction. For example, if two fingers are being held down and one is let go, I want Pojo to go to the side that is still held down. Right now he will just stop. I also hope to fix some jumping mechanics so Pojo maintains momentum in air. This makes the game more fluid on the phone.
Active Tasks I Hope to Complete:
- Move left/right when one finger is let go and the other stays held on
- Maintain jump momentum when button is let go
- Put Duncan fixes into my game (surrounding the old sprite, so maybe no necessary now)
- Look into changing jump height with hold time
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