Workshop 0004 Retro Game Challenge

// From Bomberman To Umai. ^^


I decided to make Bomberman, a game that reminds me of my childhood and was apparently easy to create with the naked eye.

But it turned out to be much more complex than I expected, collision mechanics that don’t work or can’t be done in arcade.makecode.

I felt very frustrated in not having anything solid finished, the basic mechanics of the game I could not create.

Since I didn’t know exactly how to get the exact collisions I used a way to trace my character’s position in real time.

I found on the internet that precisely in arcade.makecode there is a bug, where exactly was my problem. And apparently nobody has been able to solve it. The problem comes from the collision between Sprites(Projectiles) and Tales(Wall). When a Sprite is emitted from the player position, if the player is near Tale(wall), the projectile is not generated. Although the Wall Function is Off.

https://github.com/microsoft/pxt-arcade/issues/1104

Why is this a problem?
Because bomberman has to put bombs close to the walls to break them. but when put close they are not generated.

Another problem I found was how to edit the walls when the explosion touches them.

BreakingNews!

After hours and hours of trying to put the game mechanics to work I have to say that I have surrendered… but here we welcome Umai. A small and intrepid adventurer with a mission!

I created a simple game, in which I distribute the objects through several loops depending on the colors of the Tile map, I have achieved that the player can not jump eternally putting a “If Sprite = Not in wall“, to code because it did not allow me the puzzle.

The function that I have taught the most time I could say that it is “to kill and not be killed” by the puppies.

Simple if to dont permit our character fly.

After all this I think I’ll start to understand better how maps and characters are generated in a game in a more automated way thanks to Loops and Arrays, this way I can generate many different maps with the same material.

And thas also to kill the player if go down the holes in the map, And the Win condition.

Conclusion

As a lesson from this work I have come to the conclusion that not everything is as easy as it seems. And it takes a lot of time and clarity to create a game in a decent and effective way. Sometimes it’s better to change your objective if you’re not solving it than to frustrate yourself in something that will cost you too much time and energy. Equally everything is learned. And I take with me many constructions of learned mechanics.

Workshop 0003 Design Principles

The basic principles and elements.

  • Space
  • Balance
  • Hierarchy
  • Pattern
  • Proportion
  • Emphasis
  • Movement
  • Contrast
  • Unity
  • Rhythm
SelfDrawingArt
Viñete

In our task we seen the beginning of space. a concept quite interesting form design, speaks of how to distribute the elements in it, how to use empty spaces, how to use the “Not elements” or empty space. All of them agreed to create limits, shapes, depth.

We discovered the existence of negative space
The negative space in a graphic design is the space around and between a subject in an image. It is a space that helps to define an image by emphasizing it to convey a message.

It is a space that helps to define an image by emphasizing it to convey a message.

Also known as blank spaces, it is considered as a hidden message that is transmitted in the design of both posters and logos.
A good use of the negative space is made by choosing the right colours, the right typography, shadows, gradients and perfect shapes.

A good design is one that besides transmitting a clear message seen with an obviousness, captures in a deeper way the creative concept giving a second message or several, taking advantage of all the spaces within the design.

The message is to give in a subliminal way must be done with creativity and intelligence, with the aim that the consumer or user translates the message correctly. A design is not about blocking spaces or leaving them empty without transmitting, they must take advantage of all the lines and give them a correct use.

Negative space creates balance and harmony, attracts attention and is attractive. It is space considered as the key element in a good artistic composition.

https://medium.com/genius-week/seeking-genius-in-negative-space-4e7c755f641f
https://magicalartstudio.com/los-principios-de-la-gestalt-en-el-diseno-grafico/
https://www.amazon.es/Art-Visual-Perception-Psychology-Creative/dp/0520243838

Workshop 0002 Playtesting

The goal is gather information about the game thats you can not get from your point of view as developer

I have some troubles from the beginin with the homeworks and the posts, so i didnt make this workshop propely. That’s because im goin to remake together with the Retrogame Workshop.

There are the results, while she was playing I could see at first that at first she felt a little frustrated by not getting things easier, but at the same time I have seen how she became more nervous and euphoric as she progressed and achieved more goals.

Questionary

  • Did You have Fun?

Yes of course!

  • Did You understand the rules?

Yes but i had some troubles with controls at first time

  • Did you feel the game was fair?

Close enough

  • It was to hard or too easy?

Seems to be easy but have some hard spots

  • How much time did you feel like you were playing?

15 minutes i think but i wanted to continue more time!

  • What was your strategy?

Try not going so fast and pay attention to gaps!

  • To what extent did you feel like you were in control of the outcome of the game?

I think i had most of control

  • Any suggestions?

More levels please, id like to have enemies in movement and improve of movements of the character, like super mario , having the skill to take any added stuff and win some hability to beat the enemies.


Conclusions

I have to say that from the begining i was thinking that te game is really easy, but when the person started to play. I saw that was harder thats my espectations. I discorvered and Fix diferent Problems also. And she gift me to many ideas that how to improve my game.

Starting With MicroBit

What its Microbit?

Microbit is an intermediate programming language that helps to develop Java through Blocks. And experiment with the device both virtually and physically.

Cach the ball

Today we have been doing different tutorials, to better understand how programming languages work at a more basic level.

Simple Animation

Researching with my partner we saw that there was also the possibility of programming with python. https://python.microbit.org/

But nothing here about Blocks, Just Coding and Export.

But if I have seen that there is much more documentation in some aspects

Stay On!(Balance) MicroBit

After doing several tutorials and a little curiosity how this small machine worked. I decided to try to make a game on my own using only the Acelorometer as Input.

The Game mechanics its simple

  1. If Player stay on the mid Led, you add Point To your Score.
  2. If Player stay arround but not in walls nothing happens. (still alive).
  3. If Player collision with walls lose Lives.

Getting Started

I’ve started initializing my variables. Score to 0 which is the player’s initial score, I set the position of the Sprite to X:2 Y:3. I have decided to put it in this position and not in the middle so that the player does not start picking up points and has to move from the beginning.

Index

And to finish the beginning of the game I set the Game variable as true and the Equilibrium variable to 10 that count how many time the sprite colision with walls.

Now let’s go with the Block forever. I’ve decided to put it all inside a While.
That later I will talk about how to balance the rest of the points.
So in the While, I create a Variable called XMov, to move my sprite by X and call the acceleration input (mg) of X.

Reading the Documentation I saw that this input (acceleration (mg)) returns a range of +/-2000.

Then I check if XMov is -50, if it is the case I change the direction of Sprite from X to -1 and so I get the sprite to move to the left.
and pause so the game doesn’t go so fast.

I repeat the same previous action but this time I check if it is over 50 and change X sprite by 1 to go to the right. I decided to put 50 because if I put it lower the sensivity was too high and could not be controlled.

We also repeated the same action for Y.

Move sprite on X
Move Sprite on Y

And now that we have the movement of the sprite we will check when we want to increase the score or remove balance. I have done it with Several if. the First check if the Sprite is in the coordinates 2.2. If so, add Score, Score +3 (I like the number 3) and put a happy Sprite.

If not, I paused the game a little bit so that the player if he leaves the wall quickly does not lose life. And then I check if Sprite is at X=0, or Y=4, or X=4 or Y=0. If any of the above if true it means that the sprite is touching the wall therefore to the balance variable the rest -1, and I put the fail icon.

If equilibrium reaches 0 it exits While, erases the screen, and then shows the string “Score” and the Variable Score.

Reset Game

ahh I also set the A+B entry to Reset the game.

This would be the beginning, after here you could add more levels of difficulty the longer you are without dying. changing the sensivity.

My first contact with something more structured made in microbit, has been a small challenge, I have encountered difficulties in how to manage the walls but in the end I managed to make it work after several tests and calibrations.

Workshop 0001 Working with Line

Hello im here to make my first post i think its is the begining to my way.

Video game design begins with the question..

What Dream am i going to make real?

Blind Left Hand Sketches

The first day of the course i found myselt a bit lost, but at the same time funny. We where doing some execises about how to draw in diferent ways. Our teacher send us that . For me was very interesting seeing myself drawing with the left hand and also without see something.

I have learned that creativity can be activated in many ways that we don’t normally think about. And that exposing ourselves to situations that we are not used to doing helps us learn and improve our skills.

info
Drawing Techniques

In the first workshop I was surprised by something very curious for me. I had never thought about grab the pencil in a different way to paint or sketch, Testing. I have discovered that with different ways of using the hand when you paint helps to convey different sensations.

Changing the position of the hand can help you to change from drawing lines to filling spaces or generating shadows.