Monday, November 17, 2014

Lights are up and running!

November 18, 2014

Lights are up and running just fine now. When I get real assets I'll work on some other stuff. I'll put some other objects on different levels tomorrow, I'm just really tired. I played a lot of video games when I should have been working......... But I've been playing on a site called Flight Rising and I have really been thinking about their really basic mechanics while I've been playing. Their website presentation needs some work though.


Saturday, November 1, 2014

I'm now addicted to Limbo

November 1, 2014

So Limbo is an incredibly beautiful game that I have really come to love over the past 3-4 hours of playing it (and dying continuously). I think it would be nice to do a really pretty game like this for our Christmas card, and I get why people were suggesting a game like this. But it makes me worry about universal appeal. I can't tell if this is for the people who are on the board of directors or if it's for people who may potentially apply to this school but as pretty as this game is, I think we need something a little more universal. I think we need to make something.... I don't know a little more commercial? I think that it's still possible to make a beautiful 2D game that can really appeal to the masses, whether they're 60 year old men on any board of directors, or whether it's a 17 year old girl who's entire life is all about the color pink. I think that we can figure out a way to make it really universal and appealing but I'm not sure this kind of game is the way to go.

I really liked the ideas Anthony and Vicki were talking about because I feel like it could get a laugh from the school and be something that everyone would be interested in. Like a point and click game doesn't really require skill. That was one of the frustrating things about Limbo. If you haven't played a lot of video games in your life, you'll get frustrated from all the dying and probably give up. I had to watch some gameplay videos to figure out what I was doing wrong.

So I think we really need to think about mixing the beauty of the game with playability. I think that more playability means more appeal in my opinion. (But I still really love Limbo and I'm going to keep trying to beat it).

Sunday, October 26, 2014

I did it!!

October 26, 2014

So I can now use a key to help me get from level to level and I got the jump to work again by getting a slightly older file from Hardie and putting my new scripts into it. I'm really happy and I think tonight after dinner I'm going to start reskinning it as an 8 bit looking game, which I'm really excited about. I might throw something in that's a little extra, just for fun, to see how well I know my coding as well. I'm super proud that I made it work and I was frustrated that now I feel so rewarded. So I'm going to start with the character sheets probably and then move onto all of the background stuff, make the game look like a demo for now. I'm really happy with my progress today and look forward to reskinning what I've learned. Everything has it's own script for the most part so it's all up to me moving stuff around if you want me to put them on a more manageable file like the door one, just let me know and I'm on it. I'm very proud :)

Anyways, I'll post some artwork on here when I get some done. I'm hoping that someone figured out the problems with the sprite sheets because I want to get that going as soon as possible. Maybe even put in a start up menu, I don't have much to do on Tuesday. (Other than figure out my stupid particle emitter, but I think I need to talk to Brandon about that. C4D is being a pain. But anyways, I'm excited!

Shelby out.

Tuesday, October 21, 2014

2 steps forward, one step back

October 22, 2014

So I got everything to work but for some reason now the jump isn't working and I'm too tired to go into it right now so I'm going to try again tomorrow after my classes end at 3. I'm sure it's something easy so I'm just going to make it easy on myself tomorrow and take the older version of the game and then apply all the new scripts again. And then hopefully it will all work again and the jump won't be messed up for no reason. But I will let you know how that goes tomorrow, I made lots of progress tonight. Once that is fixed I will be working on the reskin, along with making the damn particle emitter to work for A + IM Projects. I might try it in another file for that too because it is not doing what I want it to do. Oh the joys of working with computers. Yet I still love it anyways for some reason.

Shelby out for the night.

using UnityEngine;
using System.Collections;

public class KeyPickup : MonoBehaviour
{
    public AudioClip keyGrab;                       // Audioclip to play when the key is picked up.
   
   
    private GameObject player;                      // Reference to the player.
    private PlayerInventory playerInventory;        // Reference to the player's inventory.
   
   
    void Awake ()
    {
        // Setting up the references.
        player = GameObject.FindGameObjectWithTag(Tags.player);
        playerInventory = player.GetComponent<PlayerInventory>();
    }
   
   
    void OnTriggerEnter (Collider other)
    {
        // If the colliding gameobject is the player...
        if(other.gameObject == player)
        {
            // ... play the clip at the position of the key...
            AudioSource.PlayClipAtPoint(keyGrab, transform.position);
           
            // ... the player has a key ...
            playerInventory.hasKey = true;
           
            // ... and destroy this gameobject.
            Destroy(gameObject);
        }
    }
}

So Unity doesn't like the line I highlighted in the code and I'm not really sure why. I'm trying to figure out why it doesn't like it but I got three different error messages. I'm going to look at the stuff you sent me to see if it's different. (I should have looked at what you sent first but I wanted to see where the tutorial was going to go with it.) But I am working on it and am thinking about it a lot. As soon as I get this down so that I can share it with everyone I will work on my reskin because I'm really excited about doing 8-bit artwork for this. But I'll look at what you sent me and I'll make another post in half an hour or so.

Making a key and a door

October 21, 2014

So I'm going to watch that tutorial about the key and the door and try to implement it into my game, along with keeping the score from level to level. I think I'm just going to keep it two levels for now and make a ton of pixel art. I also want there to be like a start menu so I'm going to look into how to do that, just because it will be easier to package at my end of semester review since I'm prepared to deal with lots of assholes again. (Sorry last semester made me want to quit school altogether after that review but now I'm back onto wanting my master's degree). Anyways, I also want something that looks really finished, so I'm going to try and grind out the coding as soon as possible so that I can work on the artwork for the game, which I want to be a lot like Mario but lesbian addition because I love warrior Princess' saving their lovers I think it's adorable. And it's all pixels so it will look like a really old arcade game which makes me happy.

I'm going to make lots of stuff for it but I might make it like a demo game and have the background say the level name in the pixels and then have that parallax scroll behind the rest of the background. Which will be lots of fun coding for me! And hopefully someone will figure out what's up with the sprite sheets since that's what I'm doing last and I want it to be really pixelated.


Anyways I'm super excited about this project and it's hard to split up my time between this project and Mark's but I'm making it work! And next semester I think I want to make a game just like this one for my project in Mark's class so this is great practice for figuring everything out. Also I'm super excited for that indie game meet up and I am going to be on the prowl for an internship. So wish me luck with that!

Shelby out!

Friday, October 17, 2014

I did it!!

October 17, 2014

My game allows me to use an object as like a key object in order to get to the next level. I can't figure out how to make the count stay in the next level rather than it starting over because I want the points from the coins to carry over. Once I figure out how to do that I'm going to start the reskin, but I'm super excited/frustrated because I got one thing to work and now this new thing won't work. Unity tells me that DontDestroyOnLoad is the way to go but it just gives me a bunch of errors so I'm thinking there has to be some other way around it. Anyway if you want to take a look at the game with two levels I'm going to post it on here. To get to the next incredibly basic level you need to go back to get the beach ball thing.

https://drive.google.com/file/d/0Bz8VOk04wykpdWZDRTdrSzd6cEk/view?usp=sharing

So there's the HTML file so if you want to look at it it's an easy download. But I'm going to look at the count for tomorrow again. I'm so frustrated with it but I know it's probably something easy. But I'm going to start my reskin as soon as I figure it out, hopefully tomorrow. I'm going to browse the forums some more.

Thursday, October 16, 2014

My homework for the weekend

October 16, 2014

So for my homework this weekend I'm going to be working on having some sort of key that will take the character to the next level and I'll be working on coding for that. I'm going to keep my coins for now and then I'm going to have a key to get to the next level. So this weekend I'm going to build a very basic second scene and then I will have the code call up the scene when the player collects the key. So that should be a fun and interesting for me since I love coding and figuring out how the actual mechanics work rather than drawing. I mean I would love to reskin this after I'm done figuring out what I want to do and I really like that old game pixel look so I'm going to go into the sheets and make some different art. I'm going to make some really simple pixel backgrounds and stuff, like platforms and coins but for this weekend I want to work on the coding of the actual game.

Ps. for A+IM projects 2 I want to make a 2D game I think instead of working in 3D. Because I love working on this stuff, I want to integrate a lot of code. I'm probably going to take web authoring 2 so I can frame my games all prettily on the internet.

Tuesday, October 14, 2014

I am a terrible exhausted human being

October 14, 2014

So I stupidly thought that since my boss isn't allowed to schedule me more than 30 hours a week legally that he couldn't schedule me that long on Columbus Day but I was wrong because apparently the law means nothing to him. So I didn't do any homework all weekend and just walked around in an exhausted existence. I really should have been working on things but I am so tired. Also I had trouble getting the parallax scrolling to work in the 2D game so I kind of gave up after a few minutes because I was so tired.

So I haven't even looked at the beam up cow and I haven't started the reskin because I haven't even finished the tutorial yet soooo.....

Yeah. Fun times in Market Basket life. I'm not working on Veteran's Day screw him.

Monday, October 6, 2014

Good Game, Bad Game

October 6, 2014 3:54pm

Games I have chosen: Pokemon Y vs. Final Fantasy X

Final Fantasy X goes first!
Mechanics - The movement of the character is pretty straight forward as you move through the game as the main character Tidus. He is a human character, so you can only move in very basic human motions. You can't jump and you can only swim in the game when the story line demands it. Each character has a set of fighting moves, which as you level up you can learn new moves, but they are still a set amount of moves. The fighting set up is very basic with a limited interface, you essentially can pick between fighting moves, items, and sometimes running away.

Visual/Audio/Kinetics - The cut scene visuals are incredibly striking, like they were made for the movies. But the actual gameplay animations were so drastically under what the cut scenes would leave you to believe. The sound design is great. The interface is really clunky looking and doesn't really fit with the aesthetic of the game itself. The motion control is really slow for something that has such high graphic animations.

Design - The design overall is very beautiful. The actual storyline is incredibly beautiful and really complicated and keeps the player interested and engaged. The world itself is very fascinating because it is a completely destroyed world that is on the verge of total destruction. The level designs are very pretty, each area having a very different yet somber mood. But the creatures throughout the game are well designed, along with all of the main characters.

Writing- The writing is wonderful. The narrative is very complex. All of the cutscenes make the game, whereas the gameplay not so much. The world and the time of the game are very much believable and it's easy to get swept up into the world although the English translations feel a little stunted at times. But since it's the same exact story every time it loses some replay value.



The gameplay is the above however, very different from it's trailer and not nearly as exciting when it comes to the fighting interface.


Pokemon Y:

Mechanics- The mechanics of this game are different now that Pokemon has moved to the 3D game realm. The interface allows the player to walk in circles and diagonals, which is a new feature to the game series. The menu is fairly interactive now, allowing the player to access all of the usual game menus, like the classic main menu that allows the player to get to their pokemon, bag, pokemon badges, save, and options menu. But with the new game also being online, the player can trade and battle with other players. Another added feature is that there is a menu where you can play with your pokemon and there is another menu that allows super training of pokemon.

Visual/Audio/Kinetics - The visuals aren't all that striking. I think they did what was absolutely necessary to make the classic pokemon game but in 3D. The human characters are not high poly at all and their mouths don't move when they talk so it feels really static. The motion control of your actual character are finally move rooted in physics now though, which is a plus. The sound design seems fine although it is mostly music while you explore the game.

Design - The level designs are all about the same except the gyms which all have different challenges and varied difficulty. The actual gyms are very normal for pokemon level standards. They aren't incredibly beautiful but all of the new pokemon have great designs. And the features that allow you to customize your character make the design slightly more up to you the player.

Writing- The writing is awful. I don't know if it's the translators or what but all of the non-player characters are either incredibly stupid sounding or sounds really stunted. The storyline is the same as all pokemon games, where you go gym to gym until the elite four, defeating some kind of evil organization. The gem of the game is the after game side story, along with completing the pokedex.


Tuesday, September 30, 2014

Reskin Idea

October 1, 2014 1:28am

So the game controls were so hard that the game was basically unplayable. I had my really good gamer friend play and it took her soooo many tries to beat the demo and then there was no reward at the end, the character just flies into never ending oblivion, which is really unsatisfying. So when I reskin this I will be giving it a set win screen that will appear somehow.

So I think I want to do a mouse that shoots buttons at some enemy cats. So for a small narrative, there is a cat army trying to eliminate all mice. It seems very small and lame, but I want something simple. Oh and the cats are going to shoot balls of yarn.

So yeah.... I have some other stuff to really crack down on for Mark's class so tomorrow after class is going to be completely dedicated to him so here's the blog post. Sorry it's so short but I'm tired I just wrote 8 picture book reviews for Writing for Children so you know... I feel like the life was sucked out of me.

Anyways, see you in class! I might post a brag blog when my stuff for Mark's class is finished tomorrow.

Monday, September 29, 2014

Reskin and the reading

September 29, 2014 10:58am

So for the reskin, at the point it's at it's completely playable. I was hoping to put in the rigged enemy bug that would fly around, which I'm almost done with so I could work on that at any point, but at right now I have a fully functioning game that has a way to win and an interesting landscape with collectible objects. I left it at a point where I could call it finished, but there are still things I could do to make the game more complicated, although we're starting another project soon so I probably won't.

So since the book was on the reading list this summer for this class I bought the whole book and read the entire thing while the Market Basket strike was going on. (I tried to get all of the readings out of the way and took notes). Anyways, I wasn't a huge fan of the entire book. I felt like he talked about too many games that I've never played so I couldn't relate to a lot of his anecdotes. But for the first chapter I did like how he said that video games are too often compared with films, which makes no sense. Although there are cut scenes and a narrative story usually, films don't have the same experience in anyway.

I'm not really sure about questions I can ask. I'll think about it throughout the day and I'll bring some for tomorrow. I'll look at my book again and see if there's anything else that really sticks out to me. Shelby out!

Tuesday, September 23, 2014

The Rig Works!!!

September 23, 2014 10:50am



Ok it doesn't look like I reduced the polygons but I did and now the joints finally effect the actual but so I'm going to make a tiny animation based on the rig, it should just be a basic flying animation with a little bit of leg moving so I'm really excited and I'm going to save it to my external hard drive and hopefully work on it some more. I have to weight it now and all of that good stuff but I'm really excited about this bug with it's wings. And it's legs are working pretty well as well so I'm really excited. I should try moving it's head just to see how that goes but that's the one thing I'm not that interested in.

So I'm going to think about the texture, since the pickups are green I think I might make the enemy bugs red and at least twice the size. So yeah, good day with lots of progress, can't wait to work on it some more. Although to be honest I have an art history test and paper, even though this is the first thing on my mind and that is one of the last other than Self and Society. Anyways, really looking forward to working on it, hopefully tomorrow night after my classes and tests and such.

Shelby out!!

Waiting for things to load again

September 23, 2014


Right now I'm waiting for the joints to bind to the model, so this looks like it's almost done but I'm also getting the spinning wheel of death so we'll see how that goes. I'm pretty sure I saved before trying this but if I didn't I might cry since this is a whole classes worth of working on this rig. It now says that the application is not responding so excuse me while I cry. This freaking sucks and I should have just done an IK chain but I completely forgot about them so I looked at a different tutorial.... hopefully if I saved and it wasn't completely done it isn't too far behind. So I had to force quit. Let's play the game of when did I last save!

I saved right before trying which makes me incredibly happy because I don't have to do all of that work again! So now I'm going to try and bind them again and hopefully it won't crash. It looks like it's almost going to work and then the spinning wheel of death starts so I don't know if it's too much information for it to handle or what but this really sucks. Maybe I should try making it into a lower poly first just to make it a little bit easier on the program.

And the low polygon tool doesn't want to listen to me..... just perfect. So it's still stuck on the spinning wheel of death and this is driving me nuts. I'll report back, maybe I should try it on my computer.

Waiting for things to load

September 23, 2014 9:37am

The only problem with working with high poly models is that they take forever to load into other programs, even C4D, which is something that really annoys me. But anyways, I modeled an enemy bug, which will hopefully be fully rigged and have wing animation. I just altered the original model for the pickups, so it now has little wings. I'm going to do the rigging in C4D and then lower the poly count significantly. Then I'm going to do the animation for the flying.

Then I need to figure out how to get them into Unity and make sure they aren't active unless the player is within a certain range of them, because I don't want it to be random waves like the shooter game, I want it to be a specific number that I can place throughout the game. I would like there to be waves from those origin points but only when the character is in range of them. If that makes any sense? It does in my head so I'm going to have to do some serious code research once all of the importing and rigging gets done, which at the moment is taking awhile because C4D hates me. And merging objects in Blender is one of the hardest things ever.

It finally loaded! Thank Krishna! So now I'm going to rig and animate the bug since I looked into a tutorial about importing the animation with the model, which is a little bit different but it's something that I'm really excited to try and work through. I think that the legs are going to have limited movement since the wings are the main focus of their animation. So I'm going to stop blogging now and I'll report on my progress. We'll see how it does since it took forever to load into the program.

Monday, September 22, 2014

I figured it out!

September 22, 2014 10:15pm

I did it! I figured out the problem and I just had to remove some code and it worked and I was so happy. Now the entire game is complete and it works perfectly. I'm so proud!

Look it's so beautiful!

I have no idea what I'm going to reskin it as yet and to be honest I'm really exhausted. So I'm going to sleep in a little while just so I can try and catch up on my sleep. But Ottawa really made me do some thinking and I really love working on this game stuff so I'm looking into game programming programs I can take after school. I really enjoy this so I would love to work for a game company. Going to the career fair made me really know that if I want to make animated shorts I want to do it by myself. I want to go to work and code things with a team of people. But I want to work on my own stuff too and I think those two things would be great.

So now to look for a gaming internship.

Shelby out for the night.

I'm getting another error and I'm too tired for this

September 22, 2014

Ok so I figured out my parsing error but now I'm getting another stupid error. It's really frustrating me and I'm still exhausted from Ottawa, which by the way was one of the best weekends of my life. Seeing all of the animations made me realize that I would really like to work for a game company and make my own short films for myself and festivals. But this code is giving me a hard time for whatever reason. I need another night of good sleep after all of that film watching and lack of sleep from trying to do everything. And the decision to look at colleges in Canada for my master's degree maybe.

Also none of the amazing films that I thought should have won won. Except for Lesley the Pony Has An A+ Day. That won the student category. But Tante Hilda was amazing and should have won the feature category. And Canis was amazing and should have won it's competition but it didn't.


Anyways I'm going to try and figure out the stupid coding error, even though I literally copied and pasted it after trying a million times to make it work. I guess I'll try again.

Shelby out

Tuesday, September 16, 2014

Class 9/16/2014

September 16, 2014

So I easily finished the clock tutorial without any problems at all. It was pretty easy, although I did get a couple of error messages, it's getting easier to spot the little things in my code like when I was in Web Authoring. I really like coding so I think I might take Web Authoring 2 so I can continue coding, even if it's not with Unity, although I like coding for Unity better.


There's the clock, it was in the process of moving when I took the screen shot.

For the space shooter I'm about to start lesson 8 which will allow me to shoot the shots from the player controller and thus far all of the coding is working just fine. I feel like I understand a lot of the code without the guy explaining it, and I feel like it's because the code is a lot more straight forward than HTML or CSS. But I still listened to all the things he had to say anyways just to make sure I wasn't missing anything. So I think that I will try and finish this at home tonight between packing and such, because getting internet on the bus is going to be impossible, so even though I have Unity I won't be able to access the tutorial. But here's the screen shot of where I am now.


The thing I would really like to learn how to do aside from this tutorial is how to use a model that I rig myself in the game. I want to figure out how rigged characters are loaded into the games so that I can change my re-skin of the roll a ball from first person to 3rd person with a lizard that I build. I looked for free ones and I don't like them as much and I really liked modeling the bug so I think it's something that I'm interested spending time on, along with figuring out all of the coding to make sure that the rig doesn't tweak out once I import it. But that's what I really want to do for the re-skin, and I'll try to finish this tonight but there are no promises because I have to get some packing done and some sleep before I go off to Ottawa!! I'm so excited I could cry. Also I don't think I told you but I got my scholarship from Market Basket in the mail and I started crying in the car because it feels like they really recognize all of my hard work, especially since I just worked like 30 hours in 3 days. So yeah! Good things are happening, I'm finishing things and I am so proud of myself!! 

Shelby out!

Monday, September 15, 2014

Game Mostly Done!

September 15, 2014

So I put in 36 pickup objects and if you collect 30 you win anyways! The placing of the objects was kind of hard because they were down underneath the world or they were too high up. But I finally fixed them all and now the game is totally playable. I think that I might want to add some sounds when the objects are picked up and maybe some background music to take out some of the boredom. So here's a screenshot!


Thursday, September 11, 2014

Bugs!

September 11, 2014

So I got my bugs into my reskin and they are collectible, which is great. But I had to delete them for a little bit just because they weren't visible, and raising them up .5 wasn't working so I'm going to start placing them again probably on Sunday, because tomorrow and Saturday I'm working 8am-9pm which is shitty and I think my boss either really loves me or really hates me. I'm not really sure which at the moment, he's kind of cranky lately since we got back to work, which to me makes no sense. But anyways, the bugs work and can be collected and I'm going to work on that Sunday and Monday and I'll make another post about it since that's pretty much the last thing I need to do for the game. (The player is still 1st person since I don't think I will have to time to model anything else like I really wanted to. But oh well, such is life).

What Needs To Be Done Today

September 11, 2014

My main concern for today is importing my bug into the game. That's what I really want to do for today, just get the bug into the game and code it. If I can get that into the game then I would like to work on the terrain for the rest of the class but since the importing seems to be the biggest problems right now I would like to get that out of the way so I'll watch that resource video that you posted to see if there's anything else I can do to fix my files when I export it. The terrain isn't going to take that long, I think I'm going to do a dense forest in one small area and the rest is going to be a desert so it shouldn't take that long but I kind of want to hide a lot of bugs once they're in the game. You know, make it a little bit more fun for me.

The lizard is the last thing I want to work on and it's because I haven't decided how I'm going to work on it yet. But that's not part of today, that's just something that I need to think about in the long run.

Wednesday, September 10, 2014

ReSkin Game Document

September 10, 2014

Game concept: The player is a third person armadillo lizard collecting insects in the desert. The lizard rolls around the desert collecting the insects until the win text appears.

The game is navigated with the arrow keys, collecting the floating insects. It's more of an idle game like candy crush because you don't really get anything for winning, you just continue doing the same thing over and over again.

The player collects the objects by running into them, or rolling into them rather. It's a very simple game with a very cute look.

There are sandy hills in the terrain, created as obstacles for the player, and places that the insects hide behind. I think I want to put some cacti as well. I haven't decided yet, I might put a small forest in there as well.


Sorry I would write a longer one if it was more complicated but it's really simple.

My FBX file won't upload into Unity

September 10, 2014

So I modeled a cute little bug to be my pickup item and I exported it as a fbx but it crashes Unity every time I try to upload it into the prefabs. So I'm going to try it tomorrow morning in the school to see if it will make a difference. But the bug is really cute.



I mean look how cute he is. He's adorable. I just have to get it into Unity somehow. But it's crashed like 20 times now so I'm going to give up for a little while. Maybe the school computer is a little more powerful than mine.

Tuesday, September 9, 2014

I DID IT!!!

September 9, 2014

I finally did it! I only had one coding problem after but I found that something wasn't capitalized that needed to be so it was a super easy fix. I'm really proud that it works, and it works in google chrome too! So here's a lovely screen cap for you.



Also for my reskin I tried to find free bug models online but since I can't find any I might just make a really simple one in modeling and then figure out how I want to make my character. The background is going to be really sandy because I want it to be an armadillo lizard because they hold their tail when they're scared. But I'm really happy that after all of that coding problem it finally works, although I'm not sure what was wrong with the code in the first place. It was telling me the float functions were wrong but they were exactly the same as Rachel's so I think it might have just been some kind of weird fluke or something. But I'm really happy with my progress and I'm going to work on some modeling when I get home from A + IM. I worked on some modeling this summer so I'm not that worried about making a simple bug. (I can make really realistic eyes now in Blender and C4D because that's what I spent my summer attempting other than teaching my small cousins about the basics of animation and drawing people. Joy babysitting haha).

Monday, September 8, 2014

Code Still Not Working

September 8, 2014

 So I tried to do the code with a completely different file, everything saved in the same place on my personal computer and it didn't work again. I don't understand what's wrong, I did everything he said to do. Can you look at it again in class and try to help me? I really just want this ball to move so I can move to the next step. Maybe I'll have Ayden send me his code to look at. I have no idea what's wrong and it's really annoying me. I looked for all of the normal things like semicolons and such. I can't find anything and it's kind of frustrating.

It still says the same errors, that the float commands aren't working with Unity. I don't understand what's wrong with them because I looked at what he did in that video a thousand times. But I was really proud of the little terrain I made in class so I guess I'll have to live with that success for now. Anyways, I'll ask you about that tomorrow in class.


Game Design Document

September 8, 2014

I played almost 3 hours of Pokemon Emerald from the beginning again to get a real feel for the game before I filled out my document. But here is the document, the game is still really fun and is still one of my favorites and I can't wait for the remake of Ruby and Sapphire to come out in November.

https://docs.google.com/a/montserrat.edu/document/d/1e3wvzuOg5T8QOVP1M_vpL0ENzDrGVrClPLaOi8V8Oys/edit#heading=h.s4ny146j1n0

So there it is. I tried to do my best but the game is so long it's impossible to do every character or area.

Wednesday, September 3, 2014

I think there's something wrong with my code

September 3, 2014

Ok so I started working on the tutorial and I think I can't make the ball move because I'm using TextWrangler as my code editing tool? Also he didn't really explain what he was doing code wise all that well, but maybe that's because I'm used to HTML and CSS. But here's the error screen I get when I press play.


And I have no idea what that means since I'm not familiar with Unity. I looked back over my code and compared it to his and it looked fine. Maybe it isn't saved correctly? But I picked Csharp purposefully so I think it's saved correctly. It's really frustrating, I'll check for things like semi-colons again but I don't know what I'll do if that's not it.


Ok so all of my semi-colons are fine. I have no idea what to do next. But I read up on skinning games because since I missed class I didn't really get what you were talking about and I think if I were to reskin this game I would make the ball a lizard (armadillo lizards hold their tail when they're scared) and have it rolling around getting little fruit colored boxes. But since I can't get it to move that will have to wait. I will ask you to look at my code tomorrow. I don't know why it won't work but that's ok. Technical difficulties are one of my specialties. You missed when they had to take out an entire computer on me in Animating Stories freshman year. It was kind of funny actually.

Sorry getting off track. Anyways, reskinning the game I would do a lizard. Because lizards are adorable.

Tuesday, September 2, 2014

Everything Bad Is Good For You Reading

September 2, 2014

I love reading and playing video games so this reading was really interesting to me. I think that reading has a lot of benefits, like comprehension. I think it also allows you to build a world however you want. No matter who you describe a character, each reader will picture that person with different features and each world will be a little bit different.

Video games also allow you to live inside a different world for a little while. But the game has already built the world for you, allowing you to roam the world without having to construct it yourself. Everyone also says that it promotes hand eyes coordination. But it also tells a story in an interactive way that makes you problem solve. The problem solving is often the most difficult part for me, taking hours for me to figure it out. I think that takes a lot more effort for me than finishing a book because the ending is the same no matter what and it doesn't take problem solving to get there. The story is handed to you.

I love both of these things but I think it's hard to compare them. Also one of the parts about the reading that gets me is when it says that a lot of people say that violence influences people from video games but do they know about Game of Thrones? Like seriously?

My Board Game

September 2, 2014

So I'm actually really proud of this board game and I spent a lot of hours on it (it was done today but I was so exhausted from being up until 4 or 5 in the morning animating, plus pain) but I did get this done on time and I'm proud of it. I made my housemates play with me and they liked it too. So here are the rules:

Welcome to Art School! At the beginning of the game you pick which space you start from, either starting with a part time job that you previously had before school, or no job at first. The players then pick from one of the major cards without looking at them. When a player lands on one of the pink and white spaces, they gain a cry tile. The person who comes to the end of the game with the most cry tiles is the winner, clearly having worked the hardest to get their degree. The gray spaces and pink/purple flower spaces make you draw a card, which will give you either something negative or positive depending on the card.

So the goal of the game is to get to the end with the most cry cards. When someone reaches the end before the other players, if there are no more cry cards the players still trying to get to the end can steal the cry cards from any other player, including the one that has already finished the game. The game continues until everyone reaches the end and then all the points from the cry cards are counted up.


So have a bunch of pictures! I made 1/2 of the game pieces and I made the dice too along with the rest of the board.





Monday, September 1, 2014

Board Game

September 1, 2014

So I made a board game that is very similar to life except it is an art school centered game. All I have left to do is make the pieces and the dice. It looks ok but I'm not incredibly happy with it. Everyone assigned a lot of homework and it literally had to be the weekend when my work finally came back from the five week strike so I had no choice but to be there all weekend. So I still have to do the reading for this class, and I've pretty much given up on my A + IM project for tonight because I really hate flash and I think I'm going to tell him I want to do it traditionally because I have a much better sense of timing when it's hand drawn, which makes no actual sense but I'm glad I brought my lightbox I guess. This semester is going to literally be the death of me. I feel really upset because I worked so long on both projects in all of my free time and they don't look the way I wanted them to. It's like the most frustrating thing ever. Like this school makes me wonder why I bother. Like I try my absolute hardest and I feel like it gets me no where. And now I'm going to have to be all embarrassed and not show my complete failure in class tomorrow and then try to talk to him about it and he terrifies me more than anyone else in the entire world. And I just don't want to talk to him and I don't want to go to class tomorrow and it's causing an endometriosis attack... And I don't want to not go because I worked my ass off but if it still looks like shit it doesn't count for anything. So yeah. I'm going to make some game pieces and dice. Then I'm going to read the chapters. So yeah.

Shelby

Thursday, August 28, 2014

Intro Blog

August 28, 2014 10:14am first class

So I'm really excited to start this class but I do have to warn you in advance that I will be working again this semester, although I will only be working Friday, Saturday, Sunday this year. So I will have plenty of time after class but I just wanted you to know that sometimes it will be a little tight when it comes to time. But I'm really excited to get back to work after five weeks of the strike. So I will get to work, and get to work on this class and Mark's class. It should be easier because I'm only have two studio classes this semester to try and juggle to work load.

I look forward to being in your class again!

Shelby