Wednesday, May 25, 2011

Time



If I had time to change anything about my game, I would definetley add more scenes. Our game seemed too short and needed to be more difficult. The graphics were nice, all we needed to do was add a little more personalization to it, like making it interactive in more than one way. We had alot of plans for the game, but time was on our hands, so we had to finish it fast.

Monday, May 16, 2011

The Outcome

Well, at first my partner and I were a little nervous when we got up there to do our presentation. We learned to always be prepared and to test out our game before we go up there. We had some difficulties with loading the game, but it was all good in the end. The second thing we learned is to divide up the scenes when you read them. Stephen just mostly worked the game while I explained it all, we should've took turns. Overall, I learned that my partner is good under pressure and he behaves himsilf when needed to. I think we did pretty good, but there's still stuff we need to work on.

Friday, May 6, 2011

Partner Evaluation



My partner is an overall good worker. He's great at actionscript, and knows his way around flash very well. Everytime I need his help, most of the time, he's there. Even though he gets distracted sometimes and loses his jumpdrive I still give him a 100%, because we work good together, and that means alot. Some team argued all the time, but we only had minor disagreements. Stephen concentrates on the important stuff and doesn't harp on the small details, like what color the scenes are. As long as you can see the text on the background, then any color is fine with him. I also give myself a 100% because I worked on most of the graphics on our game, and wrote most of the text.

Monday, May 2, 2011

What We Have Left



This year of Globaloria has been challenging, but we've learned alot. The only thing we have left is to fix buttons. After we fix them, we have to go over the vocabulary and spelling. We will also run through the game to make sure all of the scenes backgrounds and text are coordinated to where the player can see it. Other than that, we are doing good, and will get thius done in time.

Monday, April 11, 2011

Beginning to End




------------------------------------------>



At the beginning of the year, my partner and I wanted to make a game about footaball. We changed out mind because three other groups in our class were doing the same thing. We thought a game about shopping would be more unique. Since then, we have made many improvements, and are moving forward. Here are the improvements that we have made.

First, we acually started working on our game. When we first started out, we didn't really pay much attention to the details of the process, but later on we cared. I don't know what got us motivated, but now we work on the game everyday and create alot of scenes. Currently, we are caught up with the rest of the class and the game is almost completed. We just have a couple more scenes to attach.

The most important improvement that we have made to the game was making it a non-quizical. When we first started making it, it was just a simple "click the right button and go to the next level" type of game. Mr. Addair told us to go to http://globaloriacentral.com/ to find different interactions to put into the game. Now, we have a drag and drop scene. We also have a hittest scene. That was really helpful to our game.

Monday, April 4, 2011

Thursday, March 31, 2011

Peer Evaluations 3-31-11


Today we played our classmates's games and evaluated them. First, we played Kilie and Cassie's game. It's a game where you have to go through all of these mazes to find the correct answers about pathagoream theorem. It's very educational and fun. It's a perfect example of a children's math game. My partner and I said it had great graphics, but the walls of the maze needed to be hit tested. Next, we played Super Proportion Man by Amber and Brittany. You have to fly this little man into the air and hit the right answer. It also had great graphics and actionscript, but we told them to make the numbers in the air smaller so it would make it possible to choose the right answer. Then we moved on to Chuckie and Matthew's game. It has music in it which makes it more interactice and fun. Although, they need to combine their scenes so the game will be organized so people can rate it better. Another game we played was Garret and Stacy's game, "The Quadruplathon." It's a series of four events that you have to go through to learn about square roots. The different activities make the game more challenging and interesting. They just needed to fix some buttons. Brooke and Clyde's game was one of my favorites because you get to drive a dirtbike. Me and my partner last year also made a game which included driving so I was able to evaluate them easily. The scenes are great, but they need more levels. Our game is close to being finished and we just need to actionscript a couple more things. People mostly said that they liked our game, but the hit test needed to be fixed, and level 1's buttons did not work. We now have the hit test working, and are moving on to fixing the buttons.

Friday, March 25, 2011

Time


These days, it is crunch time. We only have a month before game presentations, and I seriously need to focus. Here is how I'm going to use my time wisely. First of all, I need to think about my game, and only my game. If this is going to be finished, then my partner and I have to work non-stop to make it happen. we have to stop talking to friends and surfing on the net, and finish this. That is our biggest goal right now. Level three is being worked on, and then we work
on the final level and credits. Other than that, I think that its been a great year and we'll finish this.

Monday, March 21, 2011

What We've Overcome


During this year in Globaloria, I have overcame alot of obstacles. My partner and I have worked alot on our game. The first thing we have overcame is actionscript. We knew how to get the codes, but it was just a matter of putting them in the right place. After reading the tutorials, we realized specific details about the codes that were important to the game. I am better at actionscript than before. The Secong thing we have overcame is working together. In the beginning of the year, we disagreed on alot of stuff. We had different tastes on everything. We overcame the disagreements by accepting that we can't have everything our way and to put each other's work on the scenes. Now, our game looks great and is almost finished. The last goal that we have overcame is acually working on the game. At the beginning of the year, I didn't really pay attention to my game. Now I look back on how much time I've wasted talking, and procrastinating. I've overcame that by thinking how bad it would be to fail a class that's not really that hard. Since then I've worked on my game and gotton pretty good grades.


Friday, March 11, 2011

Goal Update


We have updated our game and completed one of our goals. We have the drag and drop scene inserted into our game, and it works perfectly. You drag the correct answer into the shopping bag. The only thing we have to do is put in a hit test for when you get the answer wrong, then it goes to the wrong scene. Our drag and drop scene is on our team page:
http://www.myglife.org/usa/wv/srmswiki/index.php/Team:The_Vipers#DESIGN_PLAN

Friday, March 4, 2011

Goals


In our game, alot has to be done. My partner and I have goals that we set to make our game better, and possibly finish it. Our first goal is to work on level three. Level two is almost finished, but we still have a bit of actionscripting to do. That's another one of our goals. We are making level two more interactive by hit testing the answers and making the character inthe game move toward them. We believe that wer can finish this by the due date of next friday.

Friday, February 25, 2011

Good & Bad


Well so far my game has been worked on alot, and there's good things about it, and bad things about it. The good things are that most of the actionscript works, it has great graphics, and it is fun to play. The not so great things about our game is that it doesnt have that many scenes, it only has one character to choose from instead of two, and people say its a quiz-type game. We will try to work on the down falls of our game by being more detailed.

Friday, February 18, 2011

Non-Quiz Game


So far in Globaloria, we've had to make alot of changes to our game. The rules of the competition are that the you must create a game that's not quiz type. People say its less educational if you do it that way. We are trying to make it as educational as possible, so here's what we're doing to make it non-quiz. We are going to try to actionscript the characters of the game to where they get to move around. This way, there will be more acual gameplay in the game. I will also add more effects to the game and try to make it more difficult. This process is going good so far. http://tutorials.flashmymind.com/

Tuesday, February 15, 2011

What I've added to My Game.

Since game demo, I've learned alot and have decided to improve my game. My partner has helped me add different scenes to it. We also have figured out different ways to teach the concept, square routes, to players our age. Instead of making it an easy quiz game, we think the player should have to think more on how to get the answer. We just want our game to be great and work well. So far, we've added more scenes and added more detail to them.
http://www.math.com/school/subject1/lessons/S1U1L9GL.html

Friday, February 4, 2011

Post Game Demo

I learned a lot from the game demo presentation. I think my partner learned a lot also. When we were presenting, we were less nervous because we had to do the same thing last year. The people who viewed our presentations provided helpful suggestions to improve our game. They said we could put a budget for the money the play spends on shopping in the game. We are now working to make our game better.
http://myglife.org/usa/wv/srmswiki/index.php/Team:The_Vipers

Thursday, January 6, 2011

Greatest Challenge

In my opinion , Globaloria has been very challenging to me. Most of them I have overcame, like combining scenes and making keyframes. Other challenges are more difficult to deal with. The hardest challenge for me is actionscript. If one piece of the code is out of place, then most of the time, the scene will not work. To other people, it's easy for them, but I think it's just flat out frustrating.