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Unit 1b Journal

Week 1

We began the week by learning about the phaser game engine which is used to create 2d html games in javascript, it’s quite powerful however the setup process is a bit convoluted involving creating a config made of multiple layered objects inside the html index

We created a project in phaser, a little game where the player has to platform to collect stars and avoid bombs bouncing around the screen and platforms. This highlighted how to use sprites and collision groups which work differently to how im used to (unity which all colliders interact with each other unless specified) where you have to specify what other collider groups it can interact with

Week 11/01/21

The object layer in Phaser is much more powerful than I had thought although it works very differently to the tile layers where you only create data points for the code to reference as opposed to adding assets and laying out the level.

Over the christmas break we were tasked with creating a basic 2D platformer in phaser using what we learned, I used this opportunity to improve on my sprite creation skills by making all of the assets I used myself

sorry for the white colour this was to test the animations while the background was still the default black and I found it worked better in game so I kept it

This is the player sprite sheet I made, the first image is the character in a T pose, this was to have a reference for the dimensions of the sprites, the second through to fourth is the idle animation for the player, the fifth and sixth animation is running, I used a different shade to colour the limbs that would be (in a higher frame count animation) moving behind the player, this creates a (mild) illusion of movement to the user and is more dynamic than a singular frame, the seventh to ninth animation frames are a jump animation, I had run into a problem with it actually where there is only one situation where the jump code runs due to the movement animations taking priority over it, the only time it runs is when the player dies and tries to jump (now fixed), the tenth animation frame is the wallslide frame, the offset on this makes it always stick to the wall left walls work thanks to the flipX method, and the eleventh to fourteenth frames are the death animation which start with the t pose and have the characters limbs collapse followed by its torso and head, I decided to style the death animation this way as I felt it made sense due to the characters lack of connection between limbs and torso.

For this weeks task we had to create a tank game following a pre recorded lecture. In this we used static functions in a class called Utils, I’ve had minimal experience with static functions before but hadn’t found them that useful but after this I get how they can be much easier to use over having to create a new instance of the class whenever you need to access the functions.

Here we use one of the static functions in order to get the custom properties that we gave tiles in tiled
The RetrieveCustomProperties function in the Utils Class

Reflect

This project allowed me to try out new things and learn programs that I’ve never used before (Tiled, Aseprite) along with creating assets that I’ve never made before such as a spritesheet and tileset

Week 18/01/21 (WIP)

Metrics in games

Maze game randomization

Pointer Movement vs WASD

Maze Project eller algorithm

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Unit 1b Task 1

We had to customize the phaser project we began with (the one with bombs and stars) and change the assets used in order to make it more unique, for me I edited the assets directly to style the platforms differently and change the stars into a different object (apples) from this i found a space background online because I find space to be an appealing backdrop which gives more grandness to the game and to fit with the apples being the collectable I changed the bombs into doctors which are trying to stop you from eating apples

The gameplay i tweak slightly starting with changing the bouncing of the doctors (lose condition) so that its speed will increase or decrease slightly with eat bounce, this added a layer of unpredictability that makes the player have to react faster to the doctors bounce and trajectory. I also made it so that after 5 apples are collected a new doctor is spawned this means that the player will quickly have more obstacles to avoid which will add more challenge and close tense moments