PROYECT 4 – 2D/3D/4D


I started this super-motivated project with many ambitious ideas, which have gradually been reduced to more realistic results. I left Unity aside even though I wanted to go deeper in the future. I have focused on Proccessing because it is more related to external interactivity, from different sources. And it is also more complex when it comes to programming. This is another reason why I chose Proccessing to loosen up more with the programming.


My game is about an online node that wants to get all the data on the planet to take control of humanity. And it has to get as much data as possible from the different platforms that are known to everyone.

The idea of this game is that it would be combined with video mapping and people could interact with the game directly by moving their body.

So far, so good… But I found it very difficult to start working… the simple things like the movement of a sphere in proccessing or the displacement of an object with the keyboard, has made me take longer than expected



Given my limited knowledge of programming it’s taking me a long time to get what I want from the game. But on the other hand I’m starting to understand the basic concepts such as what One Class is, a builder, a function and how to use them.

The most complicated thing for me is to make good use of the arrays. I feel that I don’t get enough out of them.

Luckily I already have my main character moving in the X-axis and releasing independent projects from his position.

I also have different Spwane objects appearing from above, but I think I’ll have to change the way I’m creating them because it’s all the time the same object appearing in different places. However, the projectiles are totally independent objects. And why haven’t I done the same with the enemies? Because at the time of creating the enemies I didn’t know any other way to make them.



After that I had something to play with, but I didn’t really have anything, just a character moving around shooting projectiles and other objects spawning from top but without interaction!

So I was thinking for a long time to check ALL MY PROJECTILES AND MY SPAWN OBJECTS in real time and know if any of them comes in contact with another one of them.

The first thing I did was study more about objects, classes and functions. Then I transformed my projectiles and my enemies into different classes with their builders and functions.



This is where I start generating new objects for every time I press a key that causes a new object to be created and added to an ArrayList.
ArrayList enemies = new ArrayList();
And of course why I don’t use a normal Array instead of an ArrayList, because I tried it and it’s more complicated. Difficult for my current skills. However I can use ArrayList as if they were normal arrays, and also with extra functions like add(), which adds an object to the array and increases its total length! Likewise if I use remove(), I remove an element from the ArrayList and modify its total length as well! This is great! With only one line of code!

ArrayList<enemies> enems = new ArrayList<enemies>();
// contador para spawnear nuevos enemigos
  if (frameCount % 120 == 0 || spawn > 98 ){
    ene1 = new enemies();
  player.display(); // player controller

After this I discovered that by using a for I could show all my projectiles at the same time. And I did the same with the enemies

for (int i = 0; i< projs.size(); i++){
    //println("  Projectile nº: " + i + " Position : " + projs.get(i).pos);

Now I only needed the “simple” ones, to delete the objects from the array when they are intercepted or disappear from the screen. This process took me several long days.

I was going to post the code, but I don’t think anyone’s going to take that long to figure it out.

Once I managed to finish making it work, I implemented a point system for those functions to have a “solid” Prototype with which to continue adding material to it.


I was a little scared because I didn’t know what to use as 3D since I was working on a 2D project… But I came up with a great idea! To create a StartScreen for the prototype that was in 3D! So I was researching and watching several videos about processing and 3D, I have to say that it is VERY complicated and it takes a relatively good level of Arithmetic and Trigonometry. But there’s nothing you can’t learn by putting in the time and effort! Luckily I discovered that in the College Library there is a book called “Processing, A programming HandBook for Visual Designers and Artists” and there I learned a lot about sin(), cos(), pow()… And more that I will learn!

I thought a couple of objects in a 3D environment with a little text wouldn’t cost me much… 250 LINES OF CODE!

The first I got something that at first glance does not seem much but … only the cube and its movement with the mouse is 98% of the function StartScreen()!!!

The cube was difficult because I didn’t use any primitives! I created 8 points on the x,y,z axis and then linked them with lines. A lot of work but I can use each part of my cube individually, or use it all at once.


With the sound I had clear what I needed from the beginning, a background as a base. And some more for the movement, the shooting and the destruction. What I was looking for in this section was to go deeper into the capabilities of Processing.

I wanted a sound with rhythm, to bring out its sound spectrum, with 4 bands is more than enough. and to use the amplitude of each band as input for the temporal size of my enemies in real time.

Everything magnificent to work! But I see that it doesn’t work on the . mp3 and .wav files… I investigate and discover that Processing by default only takes AIFF files! So with Audition and Media Encoder I took my files and exported them again with the format I wanted and crossed out!

After that I only had to load the files following the Processing.Sound documentation and I haven’t had many problems to implement them, since my special effects are directly related to events I already have programmed in the game. I only had to go to each part and play each sound with a simple


Processing has in its sound library a function called FFT that analyzes the waveform of an audio.

I’ve only taken four to load minus the program. This function does if you put it inside Draw() it analyzes in real time the audio track and updates at the same time all the values in an Array in this case Array[4] where 4 is the number of bands we have chosen previously. Then we have to normalize those numbers because they give us a few useful raw results. And then we will assign them to the size of our enemies in real time!

I leave an exaggerated example to be understood, this will not exist in the final Prototype.

Dots resizing by the low amplitude of a song

Finals Conclusion

This project has challenged me and I have learned a lot, but I have not focused as much on my audience. I have decided to focus more on my needs as a designer, programmer, artist or whatever. It doesn’t help that I know how to solve a problem with a specific target. If I don’t have enough skills to develop the problem. I think we need to develop more our skills as individuals and create what we like. And not create for others to like. Following this methodology only reaches people in a cold way.

When a person creates something they should create it in which they would like to transmit to the world based on their point of view and their philosophy. The targets that we seem to be talking about are enemies rather than people will appear on their own if you create things with desire and good energy. No pressure, no stress. Because then all that is reflected in your work.

For my part, I know that the Prototype I have designed is far from being something consistent, leaving aside the visual design that I have not spent much time on, I have developed my programming skills a lot. And that make me very happy.


What’s the plot?

Higgs Logo

A scientist Called Hipo has emulated the creation of the Univierse and the birth of the Human in a virtual machine.

But now Hipo encounters a serious problem! Virtual scientists try to discover the Boson of Higgs.

But if they do, they could make the real and virtual universe collapse into a temporary PARADOX!!

Hipo has too much sympathy for his virtual world to erase it, so he only has one way to remedy it. Interfering without humans realizing they are really a Virtual Machine!

To do this the Hipo will use the elements of nature to go undetected and save Higgs Bosson from being discovered!

Target specs:

Genre: Puzzle-Strategy
Target Rating: PEGI 3
Target Systems: Pc/Android/IOs
Average Game Lenght: 365

Promotion Video

Game Play

Short Mecanics

Its a click, drag and drop game. In which the player must decide between the 4 elements or the combination of them to complete each different level.

In each level you will find different challenges and Enemies in which you will be able to test your God Skills.

It is an evolutionary game in which the Higgs will change his attributes throughout his advancement.

It all depends on how you use your skills. Do you want to be good? or…?


Project 2 Design/Play/Disrupt (Task 2)


Violence is an unavoidable part of our culture, and an even more unavoidable part of videogames. So, I am not, and cannot, say that violence can’t or shouldn’t be there. I am saying however, that we should be looking at why violence is there . . . and how it affects us, as individuals who are presumably not planning to murder a large house full of people.

Liz Ryerson “The Monster Within”, Midnight Resistance, 11 May 2012

I decided on violence in video games because it was the topic that I wanted to take.

Thinking about it I’ve realized that most of the video games I’ve played in my life are violent in one way or another. Some more… others less… Somehow…

Let’s say that Learning games, games that promote Love, empathy, care, exercise, that teach healthy lifestyles don’t sell much… Because this society is too conditioned by the big media.

These are the ones who MORE encourage violence. And the problem is that they normalize it in so many areas it is normal that when you play violent games people want them! Because you give them the possibility to act as their leaders in the movies! With total freedom and without consequences in the real world…

Effects of Reward Violence

Here I show a scheme in which it shows the problems of Rewarding violence, but not only in video games! If not in all life situations!

Real or Digital Affects Us Equal

Many studies claim not to have actually found a direct relationship between violence in video games and violence in reality. They say that the problem with video games is that they make people more selfish and with more social problems and more problems to relate.
What proves frustration when it comes to not being able to do things more normal and everyday like the rest of the people around you.
And it is this frustration in some cases that proves that individuals react with violence.

But here’s the problem… Both violent and nonviolent games cause the same symptoms…

Variable Proportion Rewards

Seeking to compensate for the use of nonviolence in video games I found techniques that make you think a lot. But the problem is that most companies use them! One of these techniques is variable proportion rewards.

To make the player see that he has different possibilities to get something or better still to give him a reward when he does not wait for it. That makes them want more! And since the rewards can vary and only depend on the number of times you repeat an action to achieve the desired causes the player to play longer than expected and with more desire.

Slot machines are basically Skinner boxes for humans.

Skinner boxes is a laboratory apparatus used to study animal behavior.

Slot machines and online games are sometimes cited as examples of human devices that use sophisticated operant schedules of reinforcement to reward repetitive actions.

Social networking services such as Google, Facebook and Twitter have been identified as using the techniques. Critics use terms such as Skinnerian marketing for the way the companies use the ideas to keep users engaged and using the service.

Gamification, the technique of using game design elements in non-game contexts, has also been described as using operant conditioning and other behaviorist techniques to encourage desired user behaviors.

Skinner Box

Trick players into having fun



Davidow, B. (2019). Skinner Marketing: We’re the Rats, and Facebook Likes Are the Reward.

The Atlantic. Available at: [Accessed 12 Dec. 2019]. (2019). Jack Thompson (activist). [online] Available at: [Accessed 12 Dec. 2019]. (2019). [online] Available at: [Accessed 12 Dec. 2019]. (2019). Weekend Hot Topic, part 2: Best non-violent video games | Metro News.

Available at:

Weekend Hot Topic, part 2: Best non-violent video games
[Accessed 12 Dec. 2019]. (2019). [online] Available at: [Accessed 12 Dec. 2019].

The Courier. (2019). Design/Play/Disrupt: ‘Complexity of videogames’ explored at new V&A Dundee exhibition – The Courier.

Available at:

Design/Play/Disrupt: ‘Complexity of videogames’ explored at new V&A Dundee exhibition
[Accessed 12 Dec. 2019]. (2019). Videogames: Design/Play/Disrupt. [online] Available at: [Accessed 12 Dec. 2019].

Project 2 Design/Play/Disrupt (Task 1)

Task 1: Critical Perspectives and Contextual Research

This project has been for me more complicated than I expected, a lot of information to look for, many websites, books, opinions…..

There is so much that many times you don’t know where to spend more time researching or reading than in another. Sometimes in official pages or books you find a lot of information. other times you find more information in a comment! of a post of some unknown that in entire pages of books and webs…

It’s difficult to move between link and link… you jump from one side to the other thinking… and who will be this person who says this… who is dedicated… ohh look has its own website we will look… and when you want to realize has spent an entire afternoon and you have not pointed anything … It’s frustrating because you always think that the answer may be somewhere else and not where you are.

But in the end you realize that… Of course you find useful information! but it is important to take notes of everything! at all times!

Real Time Art Manifiesto


This was the phrase I chose from the manifesto. When I read it, it reminded me of a friend who always spoke to me about these types of poems. And the point is, like allways in life… make things simple… or at least try to not complicate yourself too much if you dont know some task. I have created a BrindMap for that, to make more visual the concept or at least how I understand that.

+ info about Haiku Poems(Wikipedia)

Extra Reresearch Terms

The Triangle of Weirdness

It’s a term he mentions scott in his book Level Up. According to him, there are certain barriers that you can’t overcome when it comes to innovation. Within those 3 variables you can only use your creativity to create something different in one of the 3. You have to Choose. Word, Activites, Character.

Don’t do more than one of these things because you can alienate the public. A game about unicellular perriform monsters playing an asymmetrical strange linguistic sport of ambivalent rules in a volatile world of dreams and planets made up of delusions and cream… no!

The Elemental Tetrad -of Games

Aesthetics: This is usually put at the top of the chart because the aesthetics of the game are the most visible aspect. Aesthetics aren’t just the appearance of a game, but everything that appeals to the senses. How does it sound? If it’s a board game what does it feel like, or smell like? Make sure that when creating your aesthetics that they reinforce the other parts of the tetrad.

Story: This is the sequence of events that take place in your game. Who are the characters of your game and how do they interact with eachother? What is the plot to your game and does it contribute to the experience you are aiming to create? Does it reinforce your aesthetics?

Mechanics: This is the core of what makes a game. These are the rules of the game. Some examples of what constitutes mechanics are; Mario can jump, pressing B shoots, players cannot play more than one card a turn, if the soccer ball gets into the other team’s goal your team scores. Mechanics are what make a game interactive so think, “message through mechanic.” Make sure your mechanic isn’t offset by your story or art.

Technology: This is what makes the game work. What is the hardware, or what is your board game made out of? The technology of a game is the least visible part of the Tetrad and is at the bottom. This might not seem important to the aesthetics but the technology limits what is possible. Mario only looks the way that he does because of technological limitations. His mustache is used to define his face and nose. He wears a hat because there wasn’t enough room to animate his hair when he fell. And last he wears overalls so that it is clear that his arms move while running.

The fourth wall

“l” is an expression stemming from the world of theater. In most modern theater design, a room will consist of three physical walls, as well as a an imaginary fourth that serves to separate the world of the characters from that of the audience.

In fiction, “breaking the fourth wall” often means having a character become aware of their fictional nature. This can range from a character advising the player to “Press X” or “Press A” in a tutorial, (referring to a controller button that does not exist in the game) all the way to Psycho Mantis reading the player’s memory card and mentioning the other games they’ve been playing.

However, the most conventional violation of the fourth wall is when a character (or the game itself) openly acknowledges they are in a video game, or directly refers to the player.

Uncanny valley

Uncaved valley talks about the thresholds of perfection and the imperfect, the real and the abstract. Many times we invest a lot of energy in creating something perfect that our abilities do not even allow us and the result is the fatal…

Many times it is better to make a sketch relatively close to reality than to try to imitate it.

Our sense of aesthetics and visual perception becomes more tolerable, unconsciously, with imperfect things.
However, with perfect things, the smallest erroneous detail makes us see trash.

From left to right. Last point, Second Point.
3º Point.


DAWSON, D. (2019). INTRODUCTION TO RESEARCH METHODS 5TH EDITION. [Place of publication not identified]: LITTLE, BROWN.

Dolowitz, D., Buckler, S. and Sweeney, F. (2008). Researching online. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan. (2019). Research Guides: Research Methods Guide: Research Design & Method. [online] Available at: [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: [Accessed 15 Oct. 2019].

Sheffield, U. (2019). Mind Mapping – Everyday Skills – Study Skills – 301 – SSiD – The University of Sheffield. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Tale of Tales – Realtime Art Manifesto. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Ejemplos de haiku. [online] Available at: [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: [Accessed 15 Oct. 2019].

Task 1: Critical Comparison of Research Tools, Methods and Sources

Before starting a Research we need to be clear about what we are looking for.

The important thing is that when a possible research topic is raised, the researcher asks three questions:

  • What do I want to investigate? (Definition of the problem),
  • What do I want to investigate him for? (Objectives)
  • How am I gonna find out? (Methodology).

The purpose of the methodology is to understand the research process and not the results.

Other skills that the designer may have is to develop their own methodologies. You should be able to choose the most suitable method for the research, such as the something you will give you and the techniques and tools you will use to obtain data.

Collection Tecniques MindMap

Primary Resources Vs Secondary Resources

Primary research involves the study of a subject through firsthand observation and investigation’.

For the primary research for example you could have a file or folder notes from each contact can be separated by a contact sheet or document which gives the name of the person, the date and time you met and a contact number or address.

Secondary research involves the collection of information from studies that other researchers have made of a subject’
In the secondary research file or folder each page of notes or document can be headed by details of the publication in the same format that will be used in the bibliography – author and initials; date of publication; title of publication place of publication and publisher. If it is a journal article, remember to include the name of the journal the page numbers of the article and the volume and number of the journal. It is also useful to include the location of this publication so that it can be found easily if needed again (website or library shelf location).


DAWSON, D. (2019). INTRODUCTION TO RESEARCH METHODS 5TH EDITION. [Place of publication not identified]: LITTLE, BROWN.

Dolowitz, D., Buckler, S. and Sweeney, F. (2008). Researching online. Houndmills, Basingstoke, Hampshire: Palgrave Macmillan. (2019). Research Guides: Research Methods Guide: Research Design & Method. [online] Available at: [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: [Accessed 15 Oct. 2019].

Sheffield, U. (2019). Mind Mapping – Everyday Skills – Study Skills – 301 – SSiD – The University of Sheffield. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Tale of Tales – Realtime Art Manifesto. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Ejemplos de haiku. [online] Available at: [Accessed 15 Oct. 2019].

porojmartinez. (2019). Tecnicas de Investigación. [online] Available at: [Accessed 15 Oct. 2019].

Rock Paper Shotgun. (2019). The 23 best bite-size games for busy lives. [online] Available at: [Accessed 15 Oct. 2019].

Sheffield, U. (2019). Mind Mapping – Everyday Skills – Study Skills – 301 – SSiD – The University of Sheffield. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Tale of Tales – Realtime Art Manifesto. [online] Available at: [Accessed 15 Oct. 2019]. (2019). Ejemplos de haiku. [online] Available at: [Accessed 15 Oct. 2019].

WorkShop 0006 Research Task

Before you could fight dragons, sail the seven seas, experience war, or transport yourself to another world in the comfort of your living room, there were amusement arcade games, one of the biggest successes in 1970s and 1980s pop culture.

Rebecca Northfield

Research task

The basics of starting a search can sometimes be a bit complicated, either because you don’t know where to start or you don’t know WHAT to look for, because you’re not clear.

I have to choose a design principle that we have worked on before, take 1 set Retro Arcade and another Classic adventure. And look for that design principle in these games. And compare their meaning.

After looking for information about them I have to do it with my own, My Restro game, and my Story Game.

After a while, and take a look at WorkShop 0003 Design Principles , I discovered that a principle was missing in it! Rhythm! Somehow I forget to write it in my homework… I think this is a se;ar to dedicate more time to this principle, so my Research will be based on…

How to get player’s attention

we must not confuse: immersion and attention.


An immersive game makes you feel like you’re there, but the attention makes you want to be there. So our goal is attention, but… how do we get this attention? The two most vital aspects to keep in mind to achieve this goal are to have a good flowchart and to properly follow the design structures of our game.

Which Game to Choose!

After dedicating a few hours to the search of which game I would like to do the research, I have not found yet a clear objective, nevertheless I have learned enough about the history of the retro games and of the coin-operated Games.

Everything started with the creation of a Submarine Emulator.

This is when American businessmen Martin Bromley, Irving Bromberg and James Humpert formed Standard Games (now Sega) in Hawaii and made coin-operated amusement machines for US military bases.

It is said that from the late 1970s to the mid-1980s was the “golden age” of arcade games, when this type of entertainment was a superpower in popular culture. Space Invaders (1978), Vector-based Asteroids (1979) and Pac-Man (1980) were the highlights of this period.

I’ve read about different old titles, classic arcade, I’ve been watching Game Plays videos, and reading a bit about their History, creative process… But I couldn’t decide for any of them. Among the ones I’ve been reading are. Dungeon Master, Labyrinth: The Computer Game, Space Invaders, Tron, and Lemmings.

As principle of the design that I have chosen is the Rhythm, observing some of these previous ones, Some of them lack totally of it as it is the Case of Dungeon Master and Labyrinth. Where I suppose that for the time would be a novelty and quite entertaining when developing an interactive story, but on the other hand I think they could have made more effort in the sound, or some music to accompany the game. Honestly I saw the GamePlays of these previous directly I was sleeping.

On the other hand I’ve been looking at Tron, This however regarding sound and rhythm has enough. Although, from my point of view, it seems to me a little garbage and an attempt by Disney to make money from different sides. A game with 4 apparently meaningless minigames based on the movie. Anyway, I didn’t want to dedicate any more time to it. I didn’t like it.

So I finally decided on Space Invaders and The Lemmings.

Rhythm on Space Invaders and Lemmings

In space invader I feel like I have to be playing, I have to be attentive, the game keeps me there. The movement patterns of the invaders keep the attention, a rhythm, that the player can foresee after having played for a while. The sound also accompanies it, which helps with the immersion. There is action! Reflexes!

As we kill the invaders, their speed will increase, making reaching phase 5 quite complicated. It’s a classic to be left with just one invader, who goes from corner to corner watching as you miss shot after shot and is gaining ground, something that coupled with the music of the game, creates an atmosphere of increasing anguish at all times. Perhaps, to say music is to say too much, because during the whole game we only hear four tones that are repeated again and again, and faster each time.

What causes ships to go down faster was produced by a glitch but it was kept because the programmer considered it “made the game more interesting”.

GamePlay Space Invaders

The success of this video game is legendary, in Japan there began to be a great shortage of coins, since they were used in video game rooms. The government had to increase the number of coins to cope with the emergency.

In Lemming, the rhythm of the game is also managed very well, they use music to accompany the movement of the Sprites. The lemings when activated always go to the rhythm of the music.

Both games try to combine the Elapsed Time, with the movement of the sprites and the Sound. It is obvious that no matter how good a game is, if it doesn’t have rhythm, it gets tired and boring before. It is more difficult to submerge in it.

My Own Games

Umai and Roots

In my games, both in Maze and in the story, I think the rhythm is conspicuous by its absence… Maybe the game Umai has more rhythm thanks to the Sounds, the direct interaction with enemies, the deaths and the coins. I tried to give it some more life also with the music but, somehow, I have the feeling that they are not in harmony. I feel that they are not really synchronized music/movement/effects. I don’t know exactly how I could do that to synchronize them in a more accurate way.

I finally found a solution! speedup the BPM of the song! And that’s it!

Although for being the first game I have to say that I am quite happy with the pace of the game. I would also have to put more levels and movements to our enemies for a bigger immersion. The first music is hidden, and you only discover it if you press a specific button. So only the curious will be able to hear music and discover the story!

On the other hand my game StoryTelling (Roots), totally lacks Ritmo, was not created for it. I honestly didn’t think about any of the principles of design when developing it. I focused more on trying to create a story and learn a little how to play with the possibilities that Twine gave me. That the story would follow a flow… so to speak… organic! I think that if the interactive stories, just text, must have a lot of rhythm that must come from the Narration because clearly the player if you do not sleep … You should play several times and see at what points the time feels slow, or in which places there is too much information followed and try to split it into steps that make the player think and interact more.


All this research has made me see how the world of video games emerged and how they have evolved in so many aspects. Video games have changed a lot until today. But in a certain way They are attempting to get back to what happened in the days of the Coin-Games. Play for micro payments. In the past it was done mechanically and now little by little the same, but in a virtual way. It is ironic.

Regarding the principle of the design I have chosen, I feel from my point of view, which is one of the most important. It may be that other design principles are not so well used, if your game has rhythm! Will have attention!

And finally I want to share a Retro game that I have found looking for the concept of Rhythm in video games in which you only have to press a button to follow the Rhythm of different songs!

One Button Game about Rhythm

References (2019). Space Invaders arcade video game by Taito (1978). [online] Available at: [Accessed 9 Oct. 2019]. (2019). Gaming’s golden age: top 10 retro-vintage arcade classics.[online]
Available at: [Accessed 9 Oct. 2019]. (2019). Tron (video game). [online] Available at: [Accessed 9 Oct. 2019]. (2019). Seminario sobre la estructura y ritmo en el videojuego. [online]
Available at: [Accessed 10 Oct. 2019]. (2019). The Lemmings Story – Part1. [online] Available at: [Accessed 9 Oct. 2019].

Maher, J. (2019). » Dungeon Master, Part 1: The Making of The Digital Antiquarian. [online] Available at: [Accessed 9 Oct. 2019]. (2019). Space Invaders. Todo sobre el juego clasico Space Invaders.. [online] Available at: [Accessed 10 Oct. 2019].

TAITO Corporation. (2019). SPACE INVADERS IS BACK!| TAITO Corporation. [online] Available at: [Accessed 10 Oct. 2019].

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.

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.


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.


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 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.


  • 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.


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.