Wednesday, January 19, 2011
Green, Blue, Black..The Way to Conquer Satan Coding

After countless times of using a whole bunch of coding to work our game, it's better to know before hand why some of the code would turn green, blue, or just stay black. I learned that if a statement stays blue that means its telling what ever is black what it is expecting for it to do to make the code work. Normally the black is numbers or the instance name of your character or object you are using. What the green coding means, is stuff that you have in quotations. That means that your telling the code that that is a specific frame or frame label that you want it to go to once you make that action. On some cases, like in my coding, you can tell it an action such as jumping or moving left to right, since I use alphebetical keys for movement. So FINALLY I am beginning to grasp the concept of the awful Satan Coding..
Consuming the Consumer by Being the Producer

Ever since I started the whole game making art has definitely changed my whole idea of gamemakers. I have always played all the games that someone else had made, and would always rage if they didn't make a sequel to a game that I really liked for the next month or year. But now I understand why they can't just throw out a new game like that, they use ten thousand times more coding than I would ever think existed. I play games like 1st and 3rd person shooters such as Left 4 Dead, Halo, Gears of War and Dead Space; Platformers and Adventure type games such as Assassins Creed, and Super Meat Boy, and I can be safe to say that I now fully understand why it takes so long for a game to come out or if the date gets pushed back. I love all those games and I do feel bad for saying such harsh things about why they would push back dates, because I kinda get the whole game making process for a game, and truely understand how much work goes into making a game perfect.
Persuading With Pseudocode
Our game idea is Windmills, Pollution, and..NINJAS
You will be able to choose from a boy or girl and control them, left, right, or jumping by the A,D,W keys.
You will be going through the levels collecting windmill parts to save the world.
Whenever you collect them and make it to ninja carriers, you will go to the question portion of the level.
The Character's Movement:
stop();
boss.onRelease=function() {
gotoAndPlay("question1");
}
stop();
//horizonal walking speed related variables
//This is your starting walking speed
_global.landspeed = 0;
//This is your speed limit
_global.landspeedmax = 30;
//This is used to slowly accelerate your hero up to the speed limit
_global.acceleration = .95;
//jump related variables
//Variables to know whether our hero is Jumping or Falling
_global.isJumping = false;
_global.isFalling = true;
//Velocity as mentioned in the Jump Cycle diagram
_global.velocity = 0;
//Tweak this value along with gravity for interesting results
_global.velocitymax = 25;
//Gravity (acceleration) as mentioned in the Jump Cycle diagram
//more gravity (5.0)
//less gravity (.01)
_global.gravity = 1.5;
girl.onEnterFrame = function(){
if(_root.deadzone.hitTest(this)){
//If the hero hits this movieclip called deadzone, which is below the stage's boundary
//go to frame 2, the "You're Dead" frame
_root.gotoAndStop("dead 2");
_root._x = 0;
} else {
//"I'm not dead yet!"
if (!_root.ground.hitTest(this._x, this._y, true) && !_global.isJumping) {
//hero isn't on the ground and isn't jumping - hero fell off a platform or is in freefall
//changing the number below can make hero fall faster or slower based on conditions above
this._y += 10;
}
if (_root.ground.hitTest(this._x, this._y, true) && _global.isFalling) {
//hero is in the falling section of a jump and finally lands back on terra firma
//reset jump counter back to default
_global.velocity = _global.velocitymax;
_global.isJumping = false;
_global.isFalling = false;
}
if(_global.isJumping == true){
//If hero is jumping, move hero's y coordinate
this._y -= _global.velocity;
_global.velocity -= _global.gravity;
if (_global.velocity < 0) {
//hero is starting the descent down
_global.isFalling = true;
}
if (_global.velocity < -_global.velocitymax) {
//this caps (or sets) the hero's terminal velocity
_global.velocity = -_global.velocitymax;
}
} else {
if(Key.isDown(87)){
girl (0, "jump");
//Hero is jumping, velocity is turned on
_global.isJumping = true;
_global.velocity = _global.velocitymax;
}
}
_global.landspeed *= _global.acceleration;
if(Key.isDown(68)) {
girl (0,"right");
if (_global.landspeed < _global.landspeedmax) {
_global.landspeed++;
}
this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = 100;
}
if(Key.isDown(65)) {
girl (0,"left");
if (_global.landspeed > -_global.landspeedmax) {
_global.landspeed--;
}
this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = -100;
}
if (Math.abs(_global.landspeed) < 1 ) {
//if my hero's speed has slowed down between
//a range of -1 to 1, make the speed stop
//Math.abs (absolute value) statement above would be the same
//as stating if(_global.landspeed > -1 && _global.landspeed < 1)
_global.landspeed = 0;
}
}
}
You will be able to choose from a boy or girl and control them, left, right, or jumping by the A,D,W keys.
You will be going through the levels collecting windmill parts to save the world.
Whenever you collect them and make it to ninja carriers, you will go to the question portion of the level.
The Character's Movement:
stop();
boss.onRelease=function() {
gotoAndPlay("question1");
}
stop();
//horizonal walking speed related variables
//This is your starting walking speed
_global.landspeed = 0;
//This is your speed limit
_global.landspeedmax = 30;
//This is used to slowly accelerate your hero up to the speed limit
_global.acceleration = .95;
//jump related variables
//Variables to know whether our hero is Jumping or Falling
_global.isJumping = false;
_global.isFalling = true;
//Velocity as mentioned in the Jump Cycle diagram
_global.velocity = 0;
//Tweak this value along with gravity for interesting results
_global.velocitymax = 25;
//Gravity (acceleration) as mentioned in the Jump Cycle diagram
//more gravity (5.0)
//less gravity (.01)
_global.gravity = 1.5;
girl.onEnterFrame = function(){
if(_root.deadzone.hitTest(this)){
//If the hero hits this movieclip called deadzone, which is below the stage's boundary
//go to frame 2, the "You're Dead" frame
_root.gotoAndStop("dead 2");
_root._x = 0;
} else {
//"I'm not dead yet!"
if (!_root.ground.hitTest(this._x, this._y, true) && !_global.isJumping) {
//hero isn't on the ground and isn't jumping - hero fell off a platform or is in freefall
//changing the number below can make hero fall faster or slower based on conditions above
this._y += 10;
}
if (_root.ground.hitTest(this._x, this._y, true) && _global.isFalling) {
//hero is in the falling section of a jump and finally lands back on terra firma
//reset jump counter back to default
_global.velocity = _global.velocitymax;
_global.isJumping = false;
_global.isFalling = false;
}
if(_global.isJumping == true){
//If hero is jumping, move hero's y coordinate
this._y -= _global.velocity;
_global.velocity -= _global.gravity;
if (_global.velocity < 0) {
//hero is starting the descent down
_global.isFalling = true;
}
if (_global.velocity < -_global.velocitymax) {
//this caps (or sets) the hero's terminal velocity
_global.velocity = -_global.velocitymax;
}
} else {
if(Key.isDown(87)){
girl (0, "jump");
//Hero is jumping, velocity is turned on
_global.isJumping = true;
_global.velocity = _global.velocitymax;
}
}
_global.landspeed *= _global.acceleration;
if(Key.isDown(68)) {
girl (0,"right");
if (_global.landspeed < _global.landspeedmax) {
_global.landspeed++;
}
this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = 100;
}
if(Key.isDown(65)) {
girl (0,"left");
if (_global.landspeed > -_global.landspeedmax) {
_global.landspeed--;
}
this._x += _global.landspeed;
deadzone._x += _global.landspeed;
_root._x -= _global.landspeed;
this._xscale = -100;
}
if (Math.abs(_global.landspeed) < 1 ) {
//if my hero's speed has slowed down between
//a range of -1 to 1, make the speed stop
//Math.abs (absolute value) statement above would be the same
//as stating if(_global.landspeed > -1 && _global.landspeed < 1)
_global.landspeed = 0;
}
}
}
Developers, Developers, Development Plan
There has been many difficult obstacles about our game that has been giving us a lot of trouble, and yes the concept of teaching our concept is one of them. So we are doing a game that has to do with windmills and how they effect the environment. One of the hardest things about that is trying to put some of the information in the game to just show up once you collect a piece of windmill. We are trying to teach how windmills were made, how they help with reducing air pollution, and what they were used for ever since they were made. And with all this information we are looking for we found some handy tutorials to help us out. What we used is definately the tutorials from the wiki, which were the Jumping, Artifical Intelligence (and from that go to the platform game link), and lots and lots of youtube videos. I had to look at those at home, (do to the blocking at our school) and what I normally typed in was "how to make a VCAM", "how to make a platform game", "how to make enemies", just stuff like that. So that is most of the tutorials we used to create our game, and we just used google or the wiki to help give us info about the windmills.
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