Wednesday, 7 October 2015
Unit 66 : Application of 3D modelling
https://docs.google.com/document/d/1s9v0X74_emSqaaozV2aSypVWIfh3vktJMfA9-9ei4Bk/pub
Monday, 5 October 2015
Unit:6 Critical Approaches to creative media products
Link:
https://docs.google.com/document/d/1cyyvGvnYi4ZOWtlFbspc6gIxyHXfeMbItU8ASd5x6Es/pub
https://docs.google.com/document/d/1cyyvGvnYi4ZOWtlFbspc6gIxyHXfeMbItU8ASd5x6Es/pub
Wednesday, 23 September 2015
Monday, 15 June 2015
BlackJack Game
Basic Rules For BlackJack
Game Concept
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".
Hit: Take another card from the dealer.
Game Concept
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".
Hit: Take another card from the dealer.
- Signal: Scrape cards against table (in handheld games); tap the table with finger or wave hand toward body (in games dealt face up).
- Signal: Slide cards under chips (in handheld games); wave hand horizontally (in games dealt face up).
- Signal: Place additional chips beside the original bet outside the betting box, and point with one finger.
- Signal: Place additional chips next to the original bet outside the betting box; point with two fingers spread into a V formation
Links To Assignment
Unit 20: Console's Guide - http://swiftgamedesign.blogspot.co.uk/2015/06/game-consoles-guide.html
Unit 22 Platform Game - https://swiftgamedesign.blogspot.com/b/post-preview?token=lJhE300BAAA.tDJDdIUFSujvJmJXy1F7OQ.OidKqkJ39hUodlpBEN6C_w&postId=8189179642135721935&type=POST
Unit 20 BlackJack On Mobile Games - https://swiftgamedesign.blogspot.com/b/post-preview?token=V2HO900BAAA.tDJDdIUFSujvJmJXy1F7OQ.F3Xi3wu1gA1G8lSIDOVUzQ&postId=5858331965573136945&type=POST
Unit 20 BlackJack Game - https://swiftgamedesign.blogspot.com/b/post-preview?token=ZA_S900BAAA.tDJDdIUFSujvJmJXy1F7OQ.NCiNiCvbBmVuAg35zKrsSA&postId=7799578052181445996&type=POST
Unit 20 HCI Consoles (there's two, I don't know which one) - https://swiftgamedesign.blogspot.com/b/post-preview?token=yLfQ900BAAA.tDJDdIUFSujvJmJXy1F7OQ.cKyJCG5Fxvqa9HNBvLpxNA&postId=7878463257458806848&type=POST
- http://swiftgamedesign.blogspot.co.uk/2015/06/hci-consoles.html
Unit 20 HCI Game -
Unit 22 Maze game Brief - link: https://docs.google.com/document/d/1kI0VZTYSsylSCwNmzIc7gRVaVAdn1n3uFOs5_tUYXxQ/pub
Narrative Content(Unstoppable) - https://docs.google.com/document/d/1hbKYfRmIkAAKiLXRfNPjDkcCMslxmGbXZaO0ddostWo/pub
Unit 74 - https://docs.google.com/document/d/1ek9xSjUz4AsejCfa86jiVKSuKnqYYkvQUYhkOlHR1Do/pub
Maths Game Development
Google Doc link: https://docs.google.com/document/d/1kI0VZTYSsylSCwNmzIc7gRVaVAdn1n3uFOs5_tUYXxQ/pub
Friday, 12 June 2015
The Rise/ Story Concept Development
Google Docs link:
https://docs.google.com/document/d/1ek9xSjUz4AsejCfa86jiVKSuKnqYYkvQUYhkOlHR1Do/pub
Wednesday, 10 June 2015
HCI consoles
HCI For Games
Human Computer Interaction (HCI), is the term used to show
how a person can interact with a computer or electronic device, developers and
designers of hardware and electronic systems must study and plan, how a person
(users) is going to use the device.
In games design HCI is what peripherals
the player uses to play the game, there are multiple well known and well used
peripherals to play the game. Most common is the analogue controller, Xbox and
PlayStation both adopted this design in their consoles, PlayStation in 1997
changed their controller to include joysticks instead of the original gamepad,
Xbox later used this design in the release of their first Xbox in 2001.
The design was dominant among the gaming
market for years along with keyboard and mouse, until mobile gaming blew up in 2008-2009 since
the end of the 20th century mobile gaming was capable, its
popularity starting on small ‘candy bar’ phones with games such as Tetris,
Space Invaders or Nokia’s Snake game which were usually displayed in black and
white, with low resolutions and relatively minimalistic game play, the games
were controlled with the 9 membrane keys which were suitable for the games
being played, this was another reason why mobile gaming was limited back then. For
years this kept console and PC gaming on top, with mobile gaming being
something that you would do whilst waiting for a bus and wouldn't go out of
your way to play. However with the increase in smartphone hardware, Software
and screen resolution as well as the introduction of online electronic stores
such as Androids ‘Google Play’ and Apples ‘App store’, mobile gaming was set to
blow up in popularity now games developers could create games which where more
than just moving a character left and right, and this happened in 2009 with the
release of the smart phone game Angry Birds, launched and available on iOS
until its release on android in 2010 and later on windows OS in 2011. The game
was hugely different from previous mobile games in the way the player interact
with the game angry birds and some other games around that time started using
touch screen capabilities in the game with was vastly superior in some game
than the previous touch pad. However touch screen gaming can in some new games
such as shooters or game requiring to kill something be difficult as the users
fingers or hand can block the view and can make gaming frustrating and tiresome.
Angry Birds was a huge success and paved
the way for future mobile gaming. Mobile game has become a whole new platform
for developers and companies, they can now consider porting their game to the
mobile market however this does have risks involved for the company, it would
cost them more money as they would have to change most things about the game
such as controls, graphics, map sizes. After all this if the game does not sell
enough the company has lost out, this is one reason why huge gaming companies
don’t really port their games or make separate games for mobile.
Console Controllers
PlayStation and Xbox are two of the leading companies for
games consoles, there are many differences between them, however one thing that
has always been similar is the controller, both companies adopted and kept with
a joystick controller design.
Xbox
The Xbox
controller has been around since 2001, however it has not changed as much as
people may think the layout and shape of the all the Xbox controllers are
pretty much the same, the original Xbox controller was changed when the Xbox
360 came out the controller was slimmed down and was less bulky however is was
still more firm and bulky than its competitor PlayStation controller. With the
release of the Xbox one the controller didn't change to much visually as the
only changes where to give the controller a matte finish and cleaner look, the
controller for the first time featured a factory standard wireless connector
for the controller, getting rid of the old fashioned wires and catching up to
PlayStation wireless level. The Xbox controller differs from PlayStation as its
joystick are located diagonally to each other as opposed to PlayStation lateral
layout. However the rest of the button are located similarly.
PlayStation
PlayStation
was one of the first companies to adopt the controller design we know today,
originally the controller for the PS1 did not have joysticks, and however in
1997 these were added. In 2008 the controller was changed with the PS3 with the
new dual shock 3 controller now being wireless this made the controller easier
to use and store.
PC
PC gaming has been around since the start of console gaming,
however since the start PC peripherals have stayed mostly the same, a mouse and
a keyboard. Many people argue that PC mouse and keyboards are more accurate
than consoles restricted slow joysticks and its true to some extent, A mouse is
vastly superior to a joystick in certain games, for instance in fast action fps
game a mouse is better as the user can accelerate the mouse movement gradually
or can quickly move the mouse to turn around. With a controller the joystick
can only go so far, now console players will argue “ players can turn up their
sensitivity to achieve mouse acceleration” however this isn’t the same, firstly
in some situations like looking down a scope high sensitivity will make the gun
hard to control and the player will not be used to the sensitivity. However
with a mouse the sensitivity was always the same, the user was just moving the
mouse quicker because there is no limitation to how far you can move the mouse.
Also a mouse could be considered superior as the user has a better grip, their
entire hand is clutched to the mouse however with a controller a player might
easily slip his thumb from the small joysticks and does not have as good grip.
The keyboard is neither better nor worse than a controller there are two simple
reasons as to why that statement is true. Firstly a keyboard has more keys,
games such as Arma or any PC games in general as well as some console games
will be easier to play as there are more keys the player can press by having
their hand on a keyboard than if they hand their hand on a controller, for
example if you grip a controller with one hand such as a PlayStation 4
controller how many buttons can be pressed? 6-7 at most for an average user,
however with a keyboard if you have your fingers on WASD with your middle
finger on W there are twice as many keys which can be pressed with one hand.
Console controllers can compete with twice amount of keys with the fact that
console controllers are easier to use, they are simple so that the average user
can pick up a controller.
A Game which would be vastly superior on PC peripherals is
Dayz or Arma 3 both of these games have many controls more than there are
buttons on a controller, there is speculation that the Dayz standalone game
will eventually be ported to console however console players would miss out in
actions and controls due to not having enough keys.
Platform Game.
Platform Game Update Blog
Customer
This game is like any other platform game, and it differs a
lot from an educational game with a platform game is created for people who
want to just play a game without educational factors.
The design brief is to create a platform game with no
requirements other than the main character being named Max, who must move from
level to level killing or avoiding monsters which obstruct the path to the
finish or try to kill him. Max collects a score form collecting diamonds and from
killing enemies. He must collect a certain items to unlock doors game weapons
or armour and progress to the next level.
Target audience for this game is mid-teens and over, the
reason for this is because the game will contain violence and will not be
suitable for younger audiences. The game
will also be fairly difficult so younger audiences will find the game
challenging.
Development
Plot:
Set in the height of the Roman Empire, Maximus a well-known
war hero, Maximus is set with strict orders from high command to retrieve the
Jewels which were stolen from the Emperor of Rome by a clan of barbaric Celts have
fled to the north, but still within the empires grasp.
Sprites
Max – Max short for Maximus, an Ancient Roman hero. Maximus
will be in roman armour and will be equipped with a wooden shield at first,
without a weapon in this stage of progression Maximus will have to sneak past
enemies as he cannot kill them at this time, eventually your character will
progress until he has a Roman steel sword and a roman shield.
Celtic enemy – the game is set in Europe during the Roman
Empire expansion, and Maximus must fight against a Celtic army. The Celts will
be wearing leather to cover their groin, but will have bare skin everywhere
else this is to achieve a barbaric look. They will be equipped with Clubs and
axes.
Animal enemies – there will be two animals which will also
serve as enemies, firstly being a bear the bear will be a rare occurrence do to
its difficulty to kill, and will be seen in the later levels. The second animal
enemy are wolves, these will be seen with Celts or around them as trained
attack dogs.
Sounds
Weapons – there are free samples and weaponry audio that can
be found on the internet. Sounds such as sword tings.
Damage sounds – Maximus will make sounds when hit and when
hitting in exhaustion, there will also be blood sounds and animals whining due
to attacks.
Music-
There will be constant music throughout the level, however it
will very quiet as to not block out other sounds. I will try to implement a
music change when in combat.
Week one – characters In the first week I wanted to get some
basic characters made, which I could add more detail to or change in the
future. Characters such as enemy Celts were completed in the first week having
three different style of enemies with different features such as weapons, hair,
build and clothing. Maximus the main character was completed, as well as his
different armour sets which would act as an upgrade once collected.
Creating Maximus was fairly easy, as I already had an
in-depth view of what I wanted him to look like when I was planning the game.
Maximus was heavily inspired on the character Maximus Meridius in the fictional
film Gladiator in which an ex-roman soldier is enslaved and is forced into gladiatorial
battles. The armour for Maximus was inspired from the movie for its unique
black colour, which would have historically been uncommon. I chose the black
armour to make Maximus stand out from the standard roman soldier that people
commonly depict. I created three variants of Maximus more specifically his
armour. The first being the black leather which the player will start with, the
other two armour sets will be hidden within the levels. The second armour set
which the player can acquire is a steel armour which will give the player more
health but will slow down his moving speed, when the player finds a rare armour
he will be prompted with a message explaining the benefits and disadvantages of
the armour, the player will have a onetime choice whether to pick up the amour
or keep your current armour. The third and last hidden armour set is golden
armour although this is not historically accurate, and that steel would be a
better choice of armour rather than gold I chose to keep the gold armour. The
reason for having the gold armour was influenced by many games in which golden
items are seen as the most treasured and most powerful. The golden armour
unlike the other two armour sets the golden armour gives the player a slightly
higher armour rating than steel, but gives the player more speed that steel but
not as much speed as the default leather. Maximus is controlled with
directional arrows, left and right arrow controlling forward and backwards
movement, up arrow being jump and down arrow as (toggle) block. With the
spacebar as the attack key and left shift being melee attack.
Maximus has eight animations, four combat animations being
standing attack, standing melee, block, and block attack. Standing attack is
the primary attack which deals the most damage to enemies the animation (a
thrusting jab with the sword) is accurate considering you are fighting alone
and not in a formation in which most battles were fought in, Standing melee is
more so used to destroy the environment to progress such as a barricade which
needs destroying the animation plays Maximus bashing his shield in an upwards
stroke. The block animation is played when the player presses down arrow it
toggles a crouched animation with the shield protecting Maximus from the side
he is facing but leaves him vulnerable from behind, whilst in the block Maximus
can still move back and forth but his speed is halved Maximus can also change
direction whilst blocked. The last animation is a blocked attack, this
animation replicates an accurate roman attack which was used by soldiers
especially in formations, the animation shows Maximus in his standard block
position however when the spacebar key is pressed Maximus thrusts his sword in
the foreground in front of his shield when facing forwards when facing
backwards Maximus has his sword in the background with his shield in front
showing. The other three animations are movement, featuring a running animation
which plays in both directions. The second jumping animation shows Maximus
crouch slightly and then lunges in the air with feet up and slightly in front
of the direction he’s facing. The falling animation is similar to the jump
animation in terms of landing as when Maximus reaches the ground he crouches a
bit. The final animation for Maximus is the stunned animation which is only
played when in the standing position as the player cannot get stunned whilst
blocking, the animation shows Maximus staggering backwards with blood splatter.
Enemies.
The enemy which Maximus faces are Celts, I chose to have
Celts as the enemy as they were enemies of the Roman Empire and most people
have heard of Celts as opposed to the other enemies of the Roman Empire. There
are three different standard Celts which are in the game, the first Celts is
poorly armoured and is equipped with just an axe this Celt will attack the
quickest so in high quantities this enemy is challenging, the axed Celts are
seen throughout the game, but in the first few levels these are the only
enemies you encounter. The second tier Celt is more heavily armoured with
leather but is still exposed this enemy uses an iron sword which deals a lot
more damage, but cannot attack as many times as the Axed Celt. The third and
final Celt which Maximus is faced with is a “Brute” Celt these are the most
heavily armoured with a leather and iron armour, this enemy can be seen
equipped with either a Claymore long sword, or a battle axe, and these weapons
do considerable damage to Maximus and with standard armour Maximus can only
sustain 2-3 hits before he is killed. There are two bosses featured in the
game, but are only seen during the last few levels. The first is an archer who
can shoot from a range so Maximus must find a way around or keep his shield up while
advancing. The archer has very little to no armour, however the archer is
usually surrounded by other Celts. The last and final boss is seen on the final
level and is the hardest enemy in the game, he is equipped with full iron
armour and a steel claymore long sword, however this enemy is the slowest and
can be outran by Maximus easily with standard armour. The boss’s weak spot is
his back and with a few hits can be killed, however there is a hidden way to
get around him.
Other enemies in the game are animals there are wolves and
bears which can be found throughout the game, they are usually found in areas
not occupied by the enemy. And can usually be avoided by going over on
platforms, however you can choose to kill them which will reward you with gold,
the wolves are usually seen in at least packs of three or four they do less
damage than the tier one Celt but can kill you in 5-6 hits. The bear is only
seen in one level and is not killable and must be avoided.
This is the finished Celt warrior enemy, I did consider
making more variations but didn’t have enough time to make them. The enemy was
made similarly to the way I created Maximus even using a few body shapes and
then re-texturing them. The character has no animations. Animation would have been similar to the Maximus’ animations
Maximus Idle, as well as separated to show how he was drawn in steps.
He
was made using Adobe Illustrator using the standard paint brush and different shading’s.
The file was saved under the Platform game>Characters>Maximus
Start-up animation, Played when entering a new level (shows
unsheathing sword)
Maximus Running animation as seen in game maker
This shows (LEFT) the variables for Maximus. Things such as
gravity, move speed, jump speed are listed here. The other image (RIGHT) shows the movement of Maximus, other things such as
attacks and jump were planned but could not be implemented due to time
restrictions
This is the first level in the game, it is the most simple
with hardly any difficulty involved. The reason for the start of the level to
start of easy is so it gives the player some time to get how to play the game
and get used to the controls, this level is more like a tutorial. It shows the
Gems you are tasked to collect and what they look like.
This is the second room where you first encounter the Celts,
you have to avoid a Celt warrior and loot the map for gems
The round house is one of the buildings seen in the game
which is enter-able, it serves as a place to get gems and other goods it is
solid all-around except from the entrance. It is seen in camps in most of the
levels.
This is one of the gems which needs to be collected in order
to progress to the next level they can be found around the level and inside of
buildings. All of the diamonds need to be. The diamonds was made using
There are three trees in the game which are also used as
bushes in the level. I place the tree behind the floor and lower it so only the
thin branches at the top can be seen then in game it looks like a dead bush,
this saved time rather than making an entirely new sprite.
There are a few bugs in my game and some parts which are
just bugs because the game was not fully complete.
Two major bugs are:
Maximus can clip through some objects
Maximus lags when moving
Controls
A – D to move back and fourth
S – W are crouch and Jump (not implemented)
Tuesday, 9 June 2015
Game Consoles Guide.
In this post I will guide you through the necessary steps to setting up a video games console, as well as explaining what are the parts are and how they are used.
PlayStation 3 Slim
To first set up the PlayStation 3 console the cables required are:
- Power lead
- HDMI or AV cable(AV does not come with the console)
- Ethernet lead (optional)
Firstly plug the three prong plug into a power socket or extender, then plug the opposite end into the bottom far right of the console at the back. Turn on the power using the power switch above.
Secondly Connect a HDMI lead from your TV's HDMI port to the HDMI port located on the back which the most left port.
However if your TV doesn't support HDMI, then using an AV cable with five or three inputs (Which must be bought separately). Simply plug the single end into your PlayStation 3 in the AV Multi Out port then plug the other jacks into your television where it says Component Video In and Audio In.
The PlayStation comes with built in WiFi, however there is an Ethernet port located on the back, if you chose that type of connection.
A single controller is standard with the PS3, to assign it to your console plug the PlayStation charging cable into the end of the controller and the other end, into the front of the PS3.
PlayStation (Original)
To set up the PlayStation, simply plug the power cable into a power socket and the other into the bottom right port on the back of the console.
Secondly plug the AV multi out cable into the console and the other cords should be plugged into the TV jacks.
The wired controllers are connected via a port at the front of the console, turn on the console with the power button to the left side, and to open the disk lid with the left button, insert a disc and play!
Xbox 360
To set up the Xbox 360, plug the power cable supplied with the console, into a socket, and the other end into the bottom of the console. Then either plug a HDMI lead or AV cable into the console, and connect it to your TV, lastly Ethernet can be used through the Ethernet port on the back above the HDMI, although it does have WiFi.
Xbox One
The Xbox one comes with a power lead, HDMI, Xbox Kinnect lead. the console can be connected to the. The set up is the same of the Xbox 360. The power port is located bottom left on the back, with the video connections located in the middle.
PS2
The PS2 comes with a power cable for the console, an AV multi-out cable and the controller.
The power cable plugs into the rear top right of the console, and the AV cable port is located just beneath it, Plug the AV cable end into the PS2 and the other into the TV, Controllers are connected from the front ports on the console.
Wednesday, 20 May 2015
Black Jack Game Sounds
A Gentlemen’s Game
About:
Blackjack
game in an old wild western theme, Main menu shows the outside of a saloon in a
desert town in the wild west, maybe have some tumbleweed rolling across the
menu in an animation, main menu soundtrack would be much louder than the in
game music.
Menu-
The main menu would feature two options “Play” and “Quit” in the centre
of the screen behind there would be an old western style saloon with
savannah/desert emptiness in the background some dead trees or plants would be
animated in the background. In the foreground there would be tumbleweed rolling
across the scene every now and then with a mini sand storm cover mask would
cover the screen briefly. The soundtrack would have an old western theme, with
distinguishable acoustic guitar and other western harmonic sounds.
In-game
While in-game the soundtrack would be
more quite than the main menu track, there are two types of music that could be
played in-game. The first is a grand piano sort of jingle, it would be edited
to make it feel as though it were in the room in-game this could be achieved by
using surround sound and having the main volume of the piano coming from a
certain direction. There would also be an old guitar and might be slightly
un-tuned to give it an old broken western feel. One way in which I can record
sound for the music is at home, I personally do not play guitar, however my I
could get my brother to make up a western piece. A piano would also be in the
track however it would be much quieter than the guitar sound. I could achieve
the piano sound with an electronic keyboard wired to a computer and could then
be edited in Adobe Audition.
Foley and other in-game sounds.
Other in-game sounds that would be
overlaid with the music would mostly be ambient sound such as people talking,
glasses ringing. On the main menu were the background is a saloon, there would
be the sound of tumbleweed rolling across the ground, this sound in particular
would be difficult to achieve, however a similar sound may be accomplishable
with shaking of bushes. Other sounds include desert wind howling this would be
very hard to obtain myself, as desert wind has a higher pitch sound that normal
wind you hear every day so this Foley would need to be found in online sound
libraries. Other menu Foley would be sounds being made for the clicking of
options such as ‘play’ and ‘quit’ these would be a simple clicking sound (which
could be achieved by a purposefully loud mouse click) which would be tweaked in
audition to achieve a deeper tone and lower frequency.
In-game Foley would be for the most
part the sound of cards being dealt which could be achieved with a normal set
of playing cards. My blackjack game would include wooden gambling chips but
would not look like the common coloured gambling chips of today, there would be
a sound for movement of the chips as well. Lastly I might consider adding a
edited voice of your actions, for example; when the player chooses to hit or
stand, the player or dealer (which in game the player would just be able to see
the bottom of his waist coat) would announce your actions. This is done in the
game Red Dead Redemption which is an action/adventure open world game set in
the closing days of the wild west, in the game, games such as blackjack and
poker can be played a lot of my ideas stem from the mood and atmosphere of the
in-game blackjack seen in Red Dead Redemption. It is also in this game where
the player himself calls out what is happening as they would do in real life.
This can be seen here: https://www.youtube.com/watch?feature=player_detailpage&v=D-aaeY_5Jok#t=41
Legal Considerations
For the main music I may have to get
short clips of guitar sound as I do not play guitar myself, However I do have
people available to me such as family members who would play a guitar piece for
the game, other than the music there is not many other legal considerations to
take for the sound of the game.
The sound was all recorded in garage band on a Mac, the sounds I recorded included random speeches that can be heard at random moments in the game such as “pour me a drink” This was done using just a Microphone and recording friends speech.
(To the left are voice recordings, and bellow shows the background music.)
The main background music was taken off from a sound library, and was edited in Adobe Audition by adding reverb, echo and other enhancements. I did think about using saloon piano music however I could not find any suitable for my game and none fit in with the style and felt a bit too fast paced. As well as adding effects to the music, I also added instruments to it including a slow pitch organ which was edited to fit the tone of the original music, I then fit the music in and lowered the frequency so it acted as a base instrument sound and is mostly constant through the entire track.
In game graphics.
Monday, 11 May 2015
Converting a game to Android
Samsung Galaxy S6 edge.
Display:
Type-Super AMOLED, 16M colours
Size-5.1”
Resolution-1440 x 2560 ( 577 PPI )
Protection-Corning Gorilla Glass 4, Curved edge screen
Hardware:
OS-Android v5.0.2 (lollipop)
Chipset- Exynos 7420
CPU-Quad-Core 1.5GHz Cortex –A53 & Quad-Core 2.1GHz
cortex A57
GPU-Mali-T760MP8
Memory:
Internal-32/64/128GB
RAM-3GB
Sound:
Vibration; MP3
Battery:
Non-removable Li-Ion 2600 mAh.
Wireless charging
Analysing Differences
The first step after choosing a smart phone, is to look
at the differences between the platforms.
First of sprite and virtual buttons would have to be
added to the screen as there are no other peripherals on a smart phone to use
other than the screen.
So
sprite movement buttons can be created and drawn on the screen, these sprites
would then be referenced in a virtual key in a script. However a visible button
would not be required as a transparent sprite could be placed on each side of
the screen except the middle of the screen, more complicated scripts about accelerators.
The Blackjack game already
has its own sprite buttons for twist and stick, so no other buttons would need
to be added but in the script for the buttons a virtual_key function would be
used. An exit button somewhere on the screen would be used as well, which could
either exit the entire game or lead back to a main menu.
Sprites
Sprites and the entire game would be scaled down on the
windows platform to fit the mobile screen size.
Coding and Steps
Android SDK
Install java JDK (Java
Development Kit)
Install android SDK-
Run the Android SDK installer. You
will be asked to install the Android SDK to the path "C:\Program Files
(x86)\Android\android-sdk". We strongly recommend that you choose something with no spaces in the path, such as
C:\android-sdk\, as the default path can cause problems with the actual Android
updater program itself.
Once you have successfully installed
the Android SDK you will be given the option to start the Android SDK Manager.
This you must do, as it will install additional tools and device specific
functions.
When it starts you should select only Android SDK Platform Tools, Android 2.1 (API 7), Android 2.2 (API 8), Android 3.2 (API 13), Android 4.0.3 (API 15), as well as
the most recent version of Android (selected automatically by default by the
manager). Please don't just select everything to be installed, as this will a)
needlessly waste your bandwidth and HDD space, and b) might cause conflict
errors during builds.
It should be noted
that after installing these files the Android Download Manager may inform you
that there are other files to be installed and that you should close and re-launch
the SDK Manager, so please do this if asked.
It is advised to check the revision
details and see if you don't already have the selected update installed. For
more information on this process and the Download Manager
You should also set the PATH variable
to allow you to run the command line tools
Run On a Connected
Device
Make sure your
device is connected to your pc through its USB data cable and that you have
followed the device setup advice.
Click the Green
play button at the top of the main Game Maker: Studio window to compile your
game
As soon the
compiling is complete, your game should appear on the device as designed.
Run on WiFi
Before you can use the WiFi setup,
you need to make sure that the device to be tested has the YoYo Games runner
installed. This can only be achieved through a data cable connection. This means that
you must follow the connected device steps at least once
before WiFi connections will work, as this is currently the easiest way to install
the runner on the device.
Once the runner is installed on your phone,
Make sure that you
have correctly configured GameMaker: Studio
Click the Green
play button at the top of the main GameMaker: Studio window to compile your
game
When compiled, tap
the YoYo Games Runner on the device and you will get the "connecting"
window. Your game will now run as normal, unless this is the first time you are
running the WiFi mode, in which case you should also follow the next steps too.
Optimisation
Computers
are generally more powerful than a smart phone however, smart phone technology
is getting better games may need to be optimised in order to run smoothly and
without any bugs. To solve this issue games need to be optimised which
comprises of changing things such as graphic detail game functions, or just
shortening code. The two most hardware restraining parts of a game are the
in-game graphics and large amounts of code. To smooth out the gameplay coding
can be deleted when not in use. One way this can be used in the blackjack game
is by using Ds_Lists instead of arrays, Ds_Lists have a function which can be
used which will destroy code or script once a set have events has been
completed, for instance the random deck and picking cards for players can be
destroyed once used, but for the blackjack game this is not entirely necessary
as the game is not hardware intensive.
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