Wednesday 17 June 2015

Video Game Ideas

Racing

          Ideas

Start off as a young teenager, who has just passed his driving test. Scout the websites and pick your first car. Start street racing and progress earning more money and better cars. Eventually taking on the best street racer, before settling down with all the cash you have earned.

First Cars
Reliant Robin
Vauxhall Nova
Citroen Saxo
Peugeot 106
Volkswagen Rabbit MK2
Vauxhall Corsa MK2
Daewoo Matiz
MG Maestro
Honda Civic MK6
Ford Escort MK2

          Pros

Large market for racing games
First real street racing game in a while

          Cons

Similar to previous ideas

Open World

          Ideas

Third person. Start off as a business employee that goes to work everyday in the massive open world map, before everything turns against him as a gang is against him! Fight against them or hide from them, that's your decision.

          Pros

Wide target audience

          Cons

Very good competitors

Puzzle

          Ideas

A game that tests the way you think to see if you can take necessary puzzles to complete the game.

          Pros

There are wide range of things you can do.

          Cons

There are millions of puzzle games in the internet so there would a wide range of competition.

Tuesday 9 June 2015

Comparing consoles

Xbox

The Xbox's GPU was co-developed by Microsoft and NVidia. The height is 4 inches and it is 12.5 inches in width and has a depth of 10.5 inches. The console weighs 3.86 pounds. It has a clock speed of 233 MHz, 932 megapixels/second and 485,416 triangles per frame at 60 frame/s, 970,833 triangles per frame at 30 frame/s.

The Xbox has a 32 bit custom Pentium 3 CPU with a clock speed of 733 MHz’s. The Xbox has 64 MB of DDR memory that runs at 200 MHz in dual-channel configuration giving a total of 6400 MB/the Xbox has 8 or 10 GB hard drive. This was available also with an optional 32 MB memory card for transferring files or extra storage.

This Xbox is the first in the series of the Xbox consoles.

 
 
Xbox 360
 
The height of the Xbox 360 is 3.27 inches, the width is 10.4 inches and has a depth of 12.15 inches. The console weighs 7.72 pounds.
 
The CPU is a Xenon and has 3 64 bit cores. Each CPU core is capable of simultaneous multi-threading and has a core clock of 3.2 GHz. The heat sink used to cool the CPU had aluminum fins with a copper base and a heat pipe. The later version of Xbox 360 which had a smaller core clock did not have a heat pipe and instead had two 70 mm fans at the rear of the case cooling the heat sink.

The Xbox 360 had 512 megabytes of GDDR3 RAM this ran at a clock speed of 700 MHz’s

The storage on the Xbox 360 varied as it had a removable hard drive allowing the consumer to buy bigger hard drives, which could be added to the console very easily, just clicking the new hard drive into place, however they were very costly. Available hard drive sizes were 4GB, 20GB, 60GB, 120GB, 250GB and the biggest being 320GB. The larger the hard drive, the more expensive it was to purchase.

There are currently 1,137 games (multiplatform: 936; exclusive: 187; console exclusive: 74) on the Xbox 360. This is Xbox's second console in the franchise.
 
Xbox One
 
 
The Xbox one console has a height of 2.97 inches, has a width of 13.18 inches and has a depth of 10.86 inches. The Xbox one has an APU which is a GPU and CPU combined, the GPU has a clock speed of 853 MHz and 768 shadier cores and the CPU is an AMD Jaguar which has 8 cores clocked at 1.75 GHz.

The console has 8GB of DDR3 that runs at 2133 MHz with a bit rate of 256. The Xbox one comes with a standard 500 GB hard drive, 362 GB of that storage is free space for the consumer to use and the remaining 138 GB is used to store the operating system and other Xbox one software.
 
There are currently 348 games on the Xbox one. This is Xbox's third console and this is also their most recent and current generation.
 
The console is 2.97 inches in height, 13.18 inches in width and has a depth of 10.86 inches.
 
 
 
 
PlayStation 1
 
 
The PlayStation 1 console was manufactured by LSI Logic Corp. The PlayStation 1 console has a height of 1.77 inches, has a width of 10.24 inches and has a depth of 7.28 inches. The PlayStation 1 has a 32 bit CPU with 5kb L1 cache, running at 33.8688 MHz’s. 90,000 with texture mapping, lighting and Gourmand shading 180,000 with texture mapping 360,000 with flat shading. 

2GB of DRAM. The PlayStation uses memory cards that the player would save the game to and the size of the memory card varies. Without these memory cards you could not save any game progress.
 
This is Sony's 1st console. 
PlayStation 2
 
The PlayStation 2 console has a height of 1.1 inches, has a width of 9.1 inches and has a depth of 6 inches. The PlayStation 2's graphics synthesizer is clocked at 147.456 MHz’s and 4MB of embedded DRAM with 48 gigabytes of bandwidth per second.

The PlayStation 2 has a 64 bit R5900 clocked at 294.912 MHz,   It also has a 32 bit FPU clocked at 147.546, this deals with the game physics. 32 MB of RDRAM/VRAM.
 
This is PlayStation's second console.
PlayStation 3
 
The PlayStation 3 console has a height of 3.86 inches, has a width of 12.75 inches and has a depth of 10.79 inches. The PlayStation 3 weighs approximately 10.6 pounds. The PlayStation 3's GPU is a RSX which is based on the NVidia G70 clocked at 500 MHZ. The PlayStation 3 has a cell microprocessor clocked at 3.2 GHz.
 
The PlayStation has 256 MB of GDDR3 RAM clocked at 650 MHz and comes with a 120 GB hard drive.  There are 812 games on the PlayStation 3.
 
This is PlayStation's third console.
PlayStation 4
 
The PlayStation 4 console has a height of 53 mm, has a width of 305mm and has a depth of 53mm. The total weight is 2.8 kg.The PlayStation 4 has the same APU as the Xbox one, the GPU has a clock speed of 853 MHz and 768 shadier cores and the CPU is an AMD Jaguar which has 8 cores clocked at 1.75 GHz.

The PlayStation 4 has 8GB of GDDR5 clocked at 2.75 GHz. The PlayStation has a standard 500GB hard drive.
 
This is PlayStation's forth console.
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 
 

Thursday 23 April 2015

New Game: Blackjack

Blackjack

Rules

Blackjack, also known as Twenty-One, is the most widely played casino banking game in the world. Blackjack is a comparing card game between a player and a dealer, meaning that the players compete against the dealer. It is played with one or more decks of 52 cards. The object of the game is to beat the dealer which can be done in a number of ways:

  • Get 21 points on the players first 2 cards (Blackjack), without a dealer Blackjack
  • Reach a final score higher than the dealer but not exceeding 21; or
  • Let the dealer draw additional cards until his or her hand exceeds 21.

The player or players are dealt an initial two-card hand and add together the value of their cards. Face cards (kings, queens, and jacks) are counted as ten points. A player and the dealer can count his or her own ace as 1 point or 11 points. All other cards are counted as the numeric value shown on the card. After receiving their initial two cards, players have the option of getting a "hit", or taking an additional card. In a given round, the player or the dealer wins by having a score of 21 or by having the highest score that is less than 21. Scoring higher than 21 (called "busting" or "going bust") results in a loss. A player may win by having any final score equal to or less than 21 if the dealer busts. If a player holds an ace valued as 11, the hand is called "soft", meaning that the player cannot go bust by taking an additional card; 11 plus the value of any other card will always be less than or equal to 21. Otherwise, the hand is "hard".



Probability

You see, what you may not know about Blackjack, is that there are a number of subtle rule changes a casino can make (their 'house rules') that alter their edge considerably in this game.

In many casinos a dealer/player tie is called a push, and you win your money back. In fact if a player lost on ties from 17-21, it would give the house an extra 8.86% house advantage, on top of their other house edge.

In fact, according to the respected Wizard Of Odds web site, there are over 3,000 subtle rule combinations that can massively affect the edge when playing blackjack.

The link I've given you explains this in more detail, and there is even a calculator provided that allows you to enter the rules from the specific casino you play at and see the house edge.

Once you know the house edge, that's only part of the battle. The next issue is how you play. If you don't play perfect mathematical strategy, you start to give up more edge to the casino.

So when someone tells you that blackjack has a really low house edge, for the most part they are wrong. The exact edge is determined by the rules in place, together with the skill and ability of the player. In a casino with bad blackjack rules, and a player who is not playing perfect strategy, the edge could easily be worse than a slot machine.

For all of these reasons, it's not possible to answer your question. The odds of you beating the dealer, depend very much on the rules, and your ability as a player to make the right decisions.

Youtube

https://www.youtube.com/watch?v=PWn8xHKhYYs

What Do I Need?

  • Cards
  • Tables
  • Deck
  • AI intelligence




























Wednesday 25 March 2015

My customers

describe the customer
- age - 11-20
- gender - Mostly male
- income - Average if any
- what kind of jobs - Mostly no jobs as they will be too young
- what type of gamers - medium, racing fans
- what hobbies do they do - normal hobbies, mixed
- with friends - mostly
- online/offline - both
- hardcore gamers - not really
- what prices they are willing to pay - the competitors prices are about £40-£50
- why this game over others - because it is something they want.

Potential Impacts

 Constraint
 Potential Impact
 Solution/Back Up Plan
 Illegal racing
Could cause young people to race illegally.
Title screen explaining that racing is illegal and should not be performed at any times. 
 Budget
The budgeting for this game would be a lot because I would have to find a engine that would support what I want to do. All of the development kit would have to be brought as well.
Develop the game way in advance to make sure that you can price everything effectively.
 Licensing of Cars
The car companies could sue me for using their cars.
Would have to ask the car companies to use their cars.












Tuesday 3 March 2015

HUMAN-COMPUTER INTERACTION

HUMAN-COMPUTER INTERACTION

WHAT DOES HCI IN GAMES DESIGN?

All games have a user interface. They all have a way in which allows the player to play the game accordingly. Its not just about what players press to make the avatar to move, it includes opening menu's, config screens, and in-game, on screen buttons. Its best to keep these controls simple and fast.

DIFFERENT WAYS A PLAYER CAN INTERACT

- A computer mouse
- A touch screen
- A program on your Mac or Windows machine that includes a trashcan, icons of disk drivers, and folders.
- Pull down menu's
- A Xbox controller
- A PlayStation controller
- Motion sensors
- A computer keyboard

Different consoles and PC's allow the same game to be played differently. An example of this is Call of Duty. The Call of Duty series is available on almost every console and PC. But on console typically PlayStation and Xbox, the game is played with a typical, Xbox and PlayStation controllers. This allows the player to perform a number of button presses in a small time as the controller is within their hand. This allows the player to have a good and easy way of controlling the game. However on PC, the game is generally played on a keyboard and mouse. This means that it is a lot harder to play the game. This is because not all of the buttons are easy to press within a short amount of time when playing the game. This can be changed though. You can either changed what buttons do what or you can add a wired Xbox controller to have the same experience as Xbox and PlayStation consoles. If you do this you lose some accuracy as a mouse is more accurate that a joystick on a Xbox or PlayStation controller. Furthermore the console Nintendo Wii, released Call of Duty with a slightly different way of playing. The way you play on the Nintendo Wii is why motion. You use the controller to guide where you player looks and moves all with motion. This performs the game to feel completely different and takes a lot more skill to perform well in the game. However this can not be substituted for a controller. If you play the game on Nintendo Wii, the idea is that you play it with motion. This three interactions with the same game makes the game feel entirely different at some points. For example simply moving around is a lot different if you are doing it with a mouse, controller or motion. They all require different skill. Xbox, PlayStation and PC all insist that the player is sat down and not really doing anything other than moving their hands.



Wednesday 11 February 2015

How can the following information limit the recording of sound?

How can the following information limit the recording of sound?

DSP – Digital Signal Processor

Software plug-ins or DSP emulations of multiband compressors can be complex, with many bands, and require corresponding computing power.

RAM – Random Access Memory

While the maximum RAM limit for 32-bit Windows 7 editions is 4GB, when it comes to the 64-bit editions, the amount of memory that the OS can address depends on which edition you are running.

Here are the upper RAM limits for the different editions of Windows 7:
Starter: 8GB
Home Basic: 8GB
Home Premium: 16GB
Professional: 192GB
Enterprise: 192GB
Ultimate: 192GB

These limits are similar to those for Vista editions, expect that Vista Enterprise and Vista Ultimate have had their upper limits raised from 128GB to 192GB.

File format (eg Mp3, Wav, Aiff)

MP3 is an audio coding format for digital audio which uses a form of lossy data compression. It is a common audio format for consumer audio streaming or storage, as well as a de facto standard of digital audio compression for the transfer and playback of music on most digital audio players.

The WAV format is limited to files that are less than 4 GB, because of its use of a 32-bit unsigned integer to record the file size header (some programs limit the file size to 2 GB). Although this is equivalent to about 6.8 hours of CD-quality audio (44.1 kHz, 16-bit stereo), it is sometimes necessary to exceed this limit, especially when greater sampling rates, bit resolutions or channel count are required. The W64 format was therefore created for use in Sound Forge. Its 64-bit header allows for much longer recording times. The RF64 format specified by the European Broadcasting Union has also been created to solve this problem.

Unlike the better-known lossy MP3 format, AIFF is uncompressed (which aids rapid streaming of multiple audio files from disk to the application), and is lossless. Like any uncompressed, lossless format, it uses much more disk space than MP3—about 10MB for one minute of stereo audio at a sample rate of 44.1 kHz and a bit depth of 16 bits. In addition to audio data, AIFF can include loop point data and the musical note of a sample, for use by hardware samplers and musical applications.

Audio output (eg Mono, Stereo, Surround)

Mono simply indicates the use of a single channel. Mono includes the use of a single microphone used to record sound, which is then played through a single channel through a speaker. The easiest way to check if a sound is a mono recording is through a set of headphones, incidentally, you can easily distinguish whether or not the sound plays through one headphone and not the other. Mono recording was typically used before the development of stereo recording. All the sound signals recorded are channel through a single audio channel, therefore mono sound delivers no implication of sound perspective, for instance there is no hint of the direction in which the sound is being recorded from.

Whereas mono has one independent audio channel, stereo has two. Signals that are reproduced through stereo recording have an exact correlation with each other, so when the sound is played back through either speakers or headphones, the sound is a mirrored representation of the original recording. Stereo recording would be useful in situations that require the use of sound perspective, for instance the clear location in instruments on a stage. The stereo system must have an equal cover over the two audio channels.

Why do we need 5.1? What's wrong with good old fashioned stereo? One of the fundamental limitations of stereo is that all the reverberation of the original acoustic space, whether recorded naturally or added artificially afterwards, comes out of the speakers from the front, together with the music. In real life, reverberation comes from all directions (unless you're in the open air!) and this limits how realistic stereo can ever be. 5.1, with its extra rear channels placed behind the listener, can re-create the original acoustic space more accurately than stereo ever can.

PCM – Pulse Code Modulation


There are potential sources of impairment implicit in any PCM system:
  • Choosing a discrete value that is near but not exactly at the analog signal level for each sample leads to quantization error.
  • Between samples no measurement of the signal is made; the sampling theorem guarantees non-ambiguous representation and recovery of the signal only if it has no energy at frequency fs/2 or higher (one half the sampling frequency, known as the Nyquist frequency); higher frequencies will generally not be correctly represented or recovered.
  • As samples are dependent on time, an accurate clock is required for accurate reproduction. If either the encoding or decoding clock is not stable, its frequency drift will directly affect the output quality of the device.

In what types of scenario may you use the following audio recording equipment?
Multi-track recording

Midi – Multi Instrument Interface

DAT, Analogue

Software Plug-in’s

Software Sequencer


Wednesday 4 February 2015

SOUND FILE FORMATS



SOUND FILE FORMATS

UNCOMPRESSED

- wav
- aiff
- au
- smp
- voc

LOSSY COMPRESSION

- mp3
- ra
- vox

Unit 73: Sound for Computer Games


Unit 73: Sound for Computer Games

Psychology of sound

Timbre

In music, timbre also known as tone color or tone quality from psychoacoustics, is the quality of a musical note, sound, or tone that distinguishes different types of sound production, such as voices and musical instruments, string instruments, wind instruments, and percussion instruments. The physical characteristics of sound that determine the perception of timbre include spectrum and envelope.

List at least 3 games (or films)

- Jaws

- Assassin’s Creed

- Super Mario Bro’s

Audio Atmosphere

3D audio - 3D audio is improved surround sound technology. It features sound that not only plays from in front and behind, but also beside, and even above/below. 3D audio can be used with headphones, which act as surround sound speakers, playing sound in one ear, where the sound is coming from.

Surround Sound - Surround sound has 5 or 7 speakers, set up around the room. This makes the sound come from the speakers behind or in front, depending on what sound is playing, and where the sound is coming from, in relation to the centre point (a person, or the middle of the screen etc). This gives an immersive experience from your own home.

Interactive adaptive sound - This is when music or sound effects adapt to the players inputs and gameplay. For example, the background music changes when the character stops exploring, and starts fighting etc. It also adapts to movement, for example, if you step on concrete to wood etc.




 

 

Thursday 29 January 2015

Storyline

HERO

  • Caught for illegal street racing, gets put into prison, with all his reputation lost.
  • The reason for him being caught was because of somebody sabotaging his car.
  • In jail for 6 months, planning a way to get revenge.
  • Once out of jail he has to find out which of the other 4 drivers sabotaged his car.

VILLAIN

  • Sabotages the hero's car, because he knows he is a better driver than him.
  • Never knew the police were going to come.
  • In the 6 months the hero is in the jail, the villain becomes the 'one to beat' - hailed as the best.
  • The villain is very overly confident.

BEGINNING

At the start of the game Brian Johnson wakes up at 4AM due to his alarm being set off. This is because of an illegal street race planned at 4:30AM. He grabs his keys to his Mitsubishi Evo x10, and gets going to race to the event. He turns up and lines up his car on the start line, and gets out to hand over the stakes he will be betting for the race. Whilst he is doing this Jamal Stevens (villain) tampers with Brian's car, causing a fuel leak. Without any suspicions Brian gets back into his car ready on the start line to race. With all 5 cars revving to their maximums, the races begins. However the player plays the game the result will always be the same. Coming towards the end of the race, sirens start to emerge in the background. Everybody starts to flee away, but at this moment Brian's car starts to run out of fuel and then is busted by the police and later handed 6 months in prison.
 
 
MIDDLE
 
 
Building up with rage and confusion Brian tries to find out who did this ludicrous act to his car.


Tuesday 27 January 2015

Storylines in Games

TASK 1

MY TOP 10 GAMES

- Fifa 15 - This is a sports game and doesn't really have a storyline at all.

https://www.youtube.com/watch?v=5ByC2_N303w

- GTA IV - This has a storyline in which you are a Russian immigrant, that has immigrated to Liberty City and is trying to make a name for himself.

https://www.youtube.com/watch?v=3tXkTlPpr5k

- GTA V - This storyline has three protagonists, it involves a lot of heists and bank robberies.

https://www.youtube.com/watch?v=W1mRh43oSXs

- NBA 2K15 - This has the best storyline in a sports game. You can create your own player and play in the NBA. Developing like you would in real life.

https://www.youtube.com/watch?v=P4OZ_2XGUTg

- Call of Duty: Advanced Warfare - This has a very good war storyline which is based in the future.

https://www.youtube.com/watch?v=czUE9TM6_wY

- Football Manager 2015 - This is a football manager simulator and doesn't have a storyline.

https://www.youtube.com/watch?v=DroKs0vbzhM

- Forza Horizon 2 - The storyline to this is average. You are racing legally on the streets, earning cash and getting higher up the ranks.

https://www.youtube.com/watch?v=J0uzhptIFLw

- Forza Motorsport 5 - You are a track racer and you earn cash and get higher up in the ranks.

https://www.youtube.com/watch?v=i1uVPTmOWFI

- Assassins Creed: Unity - You are an assassin trying to find out murders.

https://www.youtube.com/watch?v=7eMoeet22kI

- Last of Us - By far one of the best storylines in a game. A zombies apocalypse that has an amazing storyline.

https://www.youtube.com/watch?v=HawhjjF5qFc

GAMES WITHOUT STORYLINES

The are many games that do not have a supposed storyline. For example this may include Fifa 15, Football manager 2015, PES 2015, and more than likely any simulator or sports games. This is because the aim of the game is no to complete a story, its more to simulate whatever it is that, that game is aiming to simulate.

Fifa 15 - Simulates playing with real-life footballers on a game.

Football Manager 2015 - Simulates being a real-life football manager.

PES 2015 - Simulates playing with real-life footballers on a game.

Goat Simulator - Simulates being a goat.

GAMES VS BOOK/FILM

The story in a video game, has to be always thrilling, making the player want to carry on playing, rather than in films and books a little more description is added. Whereas games are pretty much straight to the point and action packed. Games can get away more with being more unrealistic than films because they are not using real-life characters, the characters are only generated.

LINEAR AND NON LINEAR

A linear storyline in a game is when the storyline is planned. For example however you play the game the resulting end is the same. For example Call of Duty has a linear storyline as there is nothing you can do to play it differently. A non-linear storyline

Tuesday 13 January 2015

Unit 72/Unit 22

Maths Maze Game

Task 1

Sprites

BRAINBOX MAIN CHARACTER


- 32 by 32 pixels
- JPEG
- Made in Photoshop
- 3 Layers - Merged together
- Used the pen tool to create

My character was coloured in very pale brain-like colours

This is the main character for the maths maze game. This is the character that the player will be controlling throughout the game. The reason to why the character is a brain, is that he is a brainbox character.

FROGMAN


- 32 by 32 pixels
- JPEG
- Made in Photoshop
- 4 Layers - Merged together
- Used the pen tool to create

I used the colour green for his skin to make sure he looks like a frog. Then I used pale colours for his clothes so they look old and ragged.


This is the main enemy in the maths maze game. The player will not control this character. The character will be programmed to move on his self, making it difficult for the player to pass him.
WALL 1
 


- 32 by 32 pixels
- JPEG
- Made in Photoshop
- 6 Layers - Merged together
- Used the pen tool to create

I used the effect of lighting to make sure that the wall stands out.

This will be the main wall in my game that stops the player getting out of the boundaries when playing.

WALL 2


- 32 by 32 pixels
- JPEG
- Made in Photoshop
- 6 Layers - Merged together
- Used the pen tool to create

I used the effect of the stripes to make the second wall stand out.

This will be my second wall. This will fill in the gaps of the spaces created by the other walls, just to give the walls more texture.

START BUTTON


 - 64 by 64 pixels
- JPEG
- Made in Photoshop and Game Maker
- 15 Layers - Merged together
- Used the pen tool to create

I used the effect of the red, to make the button stand out on the start screen, I also made the button animate so that the red flashes from right to left.

This will be the button for my start of the game. It will start the game and progress to the first level.

QUESTION MARK


- 64 by 64 pixels
- JPEG
- Made in Photoshop
- 2 Layers - Merged together
- Used the pen tool to create

I used the red for the question mark to make it stand out, and so that the player can clearly see where the question mark is.

This will be used for the player to earn a question and progress to the next level.

BACKGROUND


- 1080 by 720 pixels
- JPEG
- Made in Photoshop
- 4 Layers - Merged together
- Used the pen tool to create

I used different shades of blue to create this background, this is to make it stand out and look good.

This will be used at the very start of the game, to welcome the player into the game.

Objects

BRAINBOX MAIN CHARACTER


This is the coding for the main character. Firstly there is an event called create. In the create segment there is a script of coding shown below.


This create coding sets the movement speed of my main character, the brain. For example, my character has been set to move at a speed of 5, his vertical speed is also 5, this is so that there is no difference between moving up and down and left and right. The next event is called step. Within the step segment there is more script of coding which is shown below.


The step coding allows you to set the keys you want to do certain things. For example, up arrow - makes the character go up, down arrow - makes the character go down and so on. Once this has been completed it also allows you to set the speed of each individual direction. I have mine set all at 5. This gives my character a steady and controllable speed. The next event is something called collisions, there are multiple of these. They are all set to do different things when the main character collides with something. For example, if the player collides with 'frogman' with the main character, that will level will restart and you have to try again. Although if the main character collides with the question mark, the player will be given a direct message like shown down below, displaying a maths equation, the character will have to answer the question on the next level.



FROGMAN


This is the coding for the enemy 'frogman'. First of all there is an event called create. Within the create segment there is an action which allows frogman to move accordingly on its own. Basically, there is a command called movement, you can select which directions you want you sprite to move in and at what speed too. This is shown below.


The next two events are collisions. Inside these collision I programed frogman to bounce against walls and frogman 2.

FROGMAN 2


This is the coding for the enemy 'frogman 2'. First of all there is an event called create. Within the create segment there is an action which allows frogman 2 to move accordingly on its own. Basically, there is a command called movement, you can select which directions you want you sprite to move in and at what speed too. This is shown below.


The next two events are collisions. Inside these collision I programed frogman 2 to bounce against walls and frogman.

WALL


There isn't no events on my walls as they don't need to move. All of the collisions are set on the objects that collide with it. The only thing that is key that has been set on here, is that it is solid. Without that anything that went into the wall would just be able to go straight through.

WALL 2


There isn't no events on my walls as they don't need to move. All of the collisions are set on the objects that collide with it. The only thing that is key that has been set on here, is that it is solid. Without that anything that went into the wall 2 would just be able to go straight through.

START BUTTON


The only event that is on my Start Button is that when the left mouse button is clicked, the game goes to the next room so that the player can begin the game on the first level.

QUESTION MARK 1


The only event for the question mark 1 is collision event. I have programed the game so that when the main character collides with the brain a display message will come up displaying a maths question for the player to answer in the next room. This is shown below. The next action within the event of collisions with the main character is that the game with move onto the next level, when the main character collides with question mark 1.


QUESTION MARK 2


The only event for the question mark 2 is collision event. I have programed the game so that when the main character collides with the brain a display message will come up displaying a maths question for the player to answer in the next room. This is shown below. The next action within the event of collisions with the main character is that the game with move onto the next level, when the main character collides with question mark 2.



QUESTION MARK 3


The only event for the question mark 3 is collision event. I have programed the game so that when the main character collides with the brain a display message will come up displaying a maths question for the player to answer in the next room. This is shown below. The next action within the event of collisions with the main character is that the game with move onto the next level, when the main character collides with question mark 3.


QUESTION MARK 4


The only event for the question mark 4 is collision event. I have programed the game so that when the main character collides with the brain a display message will come up displaying a maths question for the player to answer in the next room. This is shown below. The next action within the event of collisions with the main character is that the game with move onto the next level, when the main character collides with question mark 4.


QUESTION MARK 5


The only event for the question mark 5 is collision event. I have programed the game so that when the main character collides with the brain a display message will come up displaying a maths question for the player to answer in the next room. This is shown below. The next action within the event of collisions with the main character is that the game with move onto the next level, when the main character collides with question mark 5.

NUMBER 12
 
 
The only event I have for number 12 is a collision. This is because when the main character collides with the number 12 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.
 
 
 
NUMBER 15
 
 
The only event I have for number 15 is a collision. This is because when the main character collides with the number 15 I have programed the game to forward a room because he/she got the question correct. There will also be a display message displaying that you have got the answer correct and you shall progress to the next room. This is shown below.
 
 
NUMBER 16
 
 
The only event I have for number 16 is a collision. This is because when the main character collides with the number 16 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.


NUMBER 16 RIGHT
 
 
The only event I have for number 16_right is a collision. This is because when the main character collides with the number 16_right I have programed the game to forward a room because he/she got the question correct. There will also be a display message displaying that you have got the answer correct and you shall progress to the next room. This is shown below.
 
 
NUMBER 20


The only event I have for number 20 is a collision. This is because when the main character collides with the number 20 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.


NUMBER 27


The only event I have for number 27 is a collision. This is because when the main character collides with the number 27 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.


NUMBER 28


The only event I have for number 28 is a collision. This is because when the main character collides with the number 28 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.


NUMBER 29


The only event I have for number 29 is a collision. This is because when the main character collides with the number 29 I have programed the game to forward a room because he/she got the question correct. There will also be a display message displaying that you have got the answer correct and you shall progress to the next room. This is shown below.



NUMBER 30


The only event I have for number 30 is a collision. This is because when the main character collides with the number 30 I have programed the game to back a room because he/she got the question wrong. There will also be a display message displaying that you have got the answer wrong and you should try again. This is shown below.


ROOMS

STARTING ROOM


LEVEL 1


ANSWERS 1


LEVEL 2


ANSWERS 2



LEVEL 3


ANSWERS 3


LEVEL 4



ANSWERS 4



LEVEL 5


ANSWERS 5



LINK TO MY VIDEO

https://www.youtube.com/watch?v=rMSUgtqUFgE


FEEDBACK

BEN COOPER

No clear instructions, or story to why you are playing the game
Difficult to get through gaps in the maze
Sometimes it’s hard to see where to go
Minor bugs with the enemies
Very bright colours
The last level is very hard unless the bugs are fine
Answer are sometimes challenging
Overall a good game

POSSIBLE IMPROVEMENTS

Use slightly less bright colours so that the player can see more easily where to go.

Fix the bug, where the enemy collides with another enemy and they both just stop. Also stop the bug where sometimes the enemy completely blocks the path you have to take.

And a screen at the start explaining what you have to do to complete the game.