Wednesday, 23 March 2011

Creating the final assets

Yo!
Today I'm looking for sound effects for my game while waiting for help with my new game menu. I tried to find my sound from my HCI and 2D animation projects from last year, but I couldn't find them, but I did find the link I used from last year. The site was called Sound Dogs and the link was: http://www.sounddogs.com/searchresults.asp?keyword=Medieval
From that website I found three sounds, one music - Monks Chanting, this will be playing in the background as music.
Background sound effects - Battle field, this will be played to enhance the feel of battle
Crossbow firing sound- this is to make the cross bow seem more like a crossbow. I still have to add some little details in the game to make the game seem more realistic.
Pain Scream- this will be used for the explosion
I've managed to create a background animation, where a wave of allies and enemies enter the screen behind the player, running past one another and moving on. This was created by using my run animation and the enemy ship, duplicating the animation and making sure it doesn't link up to the action script. I then placed the two movie clips at 700 and -700 before placing a key frame on frame 60, and move the movie clips to the opposite number, before adding a classic motion tween. Once I created that, I placed them on a new layer before creating a new layer and scaling them down to make them smaller as they go on, making them look further away from the camera.
During testing, I found it too easy to win the game, as when the player ducks, they can shoot and move backwards, without standing, meaning the boss and mini bosses was easy to win when the player can move away from them and continue to shoot.
I decided to change the function move (e:Event). I changed
if(Key.isDown(KEYBOARD.LEFT))
{
this.x= this.x - velocity;
}
to
if(Key.isDown(KEYBOARD.LEFT))
{
this.x = this.x - velocity;
this.gotoAndStop (2);
}
This means every time the player had pressed down and left, the character will now stand back up and play my run movie clip, instead of staying on the duck movie clip. I've also added the this.gotoAndStop (2); to the jump function, meaning what button the player presses will result to the player standing back up. I've also added the this.gotoAndStop(2) to the shooting function, meaning the player now has to time their fires to survive longer. As I have a jump function, I need to create something to make the player jump. At the moment, I'm considering having a random image to jump. I created a random image of someone leing on their side, making them look dead, but trying to make it suitable for all players. I tried using the EnemyShip code, but when I tried it, it didn't work as well as I wanted, so I used the PowerUp code and renamed it JumpUp, but it still doesn't work. I'm going to wait until next week to improve the JumpUp and change the new game screen as it still doesn't work, as I never got around to changing or looking at the code.

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