Friday, March 3, 2017

Max Post for the Week 3/3/2017

I got a lot done on level one this week! First I timed classic platformer games and compared how long it takes to finish the first level. Length wise our first level is comparable to Mario. I also changed how Pojo can move on the app by removing the arrow keys. Now Pojo moves by touching the left/right side of the screen. This was difficult because I had to divide the screen and detect touches on non-GUI objects. There were a lot of little things that had to be fixed with this, such as not counting GUI objects as screen taps. I also removed the sprite we have been using. This is because there were a lot of bugs that came it and there was no point in fixing them, because its not the final sprite.

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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