Game Programmer

By: James Keats | April 28, 2015

Hard to believe that this semester is already over and I've wrapped up my final project for Game Tech I.


As mentioned in a previous post, my goal for this project was to make a platformer that is totally sound/music driven. This was quite the task, but luckily the most difficult part--the MusicTag class--had already been written for a previous project. I did make some changes to the code that aren't reflected on the website version. In particular, the class is handed an array of indexes instead of just a single index, and I fixed all of the bizarre variable names. The bulk of the code, however, remained the same.



Collision Detection

This was the biggest part of turning my work on the Sound Toy into an actual game. The bars visualizing the musi...

Category: Game Tech I 

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By: James Keats | April 12, 2015

Ding dong, Flash Professional CC is dead?


This week in Game Tech, we looked at creating pure AS3 projects without using a Flash program, and then we took a look at using Starling to increase performance. Our assignment was then to create some sort of "prototype" using Starling, to demonstrate its usefulness and effectiveness. To complete this rather vague assignment, I decided to just re-create one of my previous assignments: the vertical shooter.


For the most part, this assignment was incredibly easy; Starling doesn't have much of a learning curve once you've gotten used to AS3. There were a few interesting quirks I found, though.


Parallax Scrolling, or: How Come I Didn't Think Of This Sooner?

Category: Game Tech I 

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By: James Keats | April 04, 2015

I haven't gotten this frustrated with programming for quite a long time, and certainly not since I've been at Champlain.


For this Game Tech assignment, we were told to make anything--it didn't even have to specifically be a "game"--as long as sound was at its core. I saw this as an opportunity to get started on my final project: a music-driven platformer. Part of my idea for this final project involves platforms whose movement is tied to the music that is currently playing. I decided for this piece, the "Sound Toy" I would make a simple music visualizer that I could then peel apart for the platformer later.


This turned out to be far more of a project than expected.


The problem is inconsistencies with the music and AS3's Sou...

Category: Game Tech I 

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By: James Keats | March 29, 2015

"The Great Escape" is my current project; it's my entry for my platformer assignment in Game Technology I. Rather than do a standard platformer (such as Mario), I decided to do an auto-running platformer.

Here's a look at how I did the running:

For testing purposes, the first scrolling I used as a simple constant speed, adding 10 the player's x. For all of these examples, movePlayer() is called every frame by an Event Listener.

Category: Game Tech I 

Tags: programming