There was very less stuff to write about, so I included it all in one post.
6/1/2010- Tuesday
Tomorrow is our presentation to the Leadership people. We have to present our design of the game to them. I hope all goes fine. Worked on presentations majorly, and our final games.
A Few Things I learned:
1) When doing this designing stuff, the presentation should be made first.
2) There will always be last minute changes.
3) A small zombie shooting game can be very tough to program.
6/2/2010- Wednesday
Everything went well. All because of luck, we got the lowest sales (Cole was rolling 12 sided dices, and our number on the dice was least), but considering the competition multiplier (no. on dice multiplied by some decimal or fraction) we had made a decent choice. But our situation was much better than that of Sarthak's group. They made a lot of money, but no contract with the publishers. So, they were hired, got the work done, and then fired. No profit to them.
A Few Things I learned
1) Always look at the glass half full. I actually looked at it 1/4th full, but never mind.
2) There's always a worse thing that could have happened. Like, getting no publishers or sponsors.
3) There is always a scope of better sales outside India. I am still looking for the problem where the communication was lost. We told target audience as USA, and we got sales for India. There was not much difference although, almost the same numbers.
Wednesday, June 2, 2010
Monday, May 31, 2010
5/31/2010- Monday
We started making our games for the final project today. Got a lot of work done. The first map is ready, but I still need to get the zombies to move and hit us. The display is still left as well. Will get it done tomorrow. The game is coming out good. You can switch from melee attack to range and back to melee without any bugs. You can kill zombies, and roam around, and that's all I could get done. But the major part is over. It is time for the real zombie fighting with limited supplies.
Things I learned today:
1) How to get data from the keyboard and use it to control the sprites. I mean, how will you control the soldier without the sprites?
Questions I have:
None. I mean, we are on our final project. I am pretty sure of everything I have learned.
Things I learned today:
1) How to get data from the keyboard and use it to control the sprites. I mean, how will you control the soldier without the sprites?
Questions I have:
None. I mean, we are on our final project. I am pretty sure of everything I have learned.
Friday, May 28, 2010
5/28/2010- Friday
Today we saw a movie and designed a game. Then, we went out and hung out in the NesCafe and had some maggi and stuff. Was fun. Today was VERY good. I mean, we deserve a break! All the hard-work, programming, typing, face-booking, etc. Takes a lot out of us. We deserve to just hang out and have junk, and talk rubbish. What else can one do?
Three things I learned:
1) Cross-learning with Entrepreneurs is a bad idea. They are not meant for gaming and programming. They're good the way they are.
2) 'Nerd-ism' is the way. I mean, duh! No nerds- no computers- no facebook /twitter /games,etc. So, Nerds are cool!
3) Elevator pitch- similar to what Kiran ma'am taught us at school. You get 15 seconds to propose your stuff, and get him hooked. No time for hi, hello, my name is... whatever.
A few questions I have:
1) Is it necessary to be a nerd if you wanna be Bill Gates or Steve Jobs?
2) Why did they mention in the movie that humans cannot understand the logic a computer follows?
3) Why can't I think of proper and related questions everyday?
Three things I learned:
1) Cross-learning with Entrepreneurs is a bad idea. They are not meant for gaming and programming. They're good the way they are.
2) 'Nerd-ism' is the way. I mean, duh! No nerds- no computers- no facebook /twitter /games,etc. So, Nerds are cool!
3) Elevator pitch- similar to what Kiran ma'am taught us at school. You get 15 seconds to propose your stuff, and get him hooked. No time for hi, hello, my name is... whatever.
A few questions I have:
1) Is it necessary to be a nerd if you wanna be Bill Gates or Steve Jobs?
2) Why did they mention in the movie that humans cannot understand the logic a computer follows?
3) Why can't I think of proper and related questions everyday?
Thursday, May 27, 2010
5/27/2010- Thursday
Today, we realized the importance of naming stuff properly. I mean, just imagine debugging a game with loads of errors and the names of the variables don't make any sense. Plus, we got this huge list of methods with equally meaningless names. A terrible nightmare! Anyways, I figured it out and debugged the game. It was that snake game, where we control the snake and eat stuff to grow bigger and bigger in size.
Three things I learned:
1) The reason for naming the variables properly.
2) How to easily identify the bugs and logical errors.
3) How to put in keyboard identifiers.
Three questions I have:
1) Can we get the charts and ratings of different games given under each genre?
2) Why do people like Mario so much?
3) Do people have started shifting to the Mythology side? Or the 'getting awesome power' side?
Three things I learned:
1) The reason for naming the variables properly.
2) How to easily identify the bugs and logical errors.
3) How to put in keyboard identifiers.
Three questions I have:
1) Can we get the charts and ratings of different games given under each genre?
2) Why do people like Mario so much?
3) Do people have started shifting to the Mythology side? Or the 'getting awesome power' side?
Wednesday, May 26, 2010
5/26/2010- Wednesday
Today I created the game impossible to win. There is no victory condition- only a lose condition. As you move forward in the game, he he he, the ball will get faster and faster and there will be a point you can't follow the ball. But, the only this game forces you to improve if you want to play for longer.
Three things I learned today:
1) How to advance levels in a game. Nothing much, just the speed of the ball increases to limits where it can pass through objects, destroying them. Except for the indestructible bat, of course. But it will pass through it at levels like 20 or so.
2) How to use the older library of Fang. We were using fang2 till now but now we're back to fang 1's latest version. It is much better, it's functions don't have a bug, so we can use it's bounce function very well. How do you think Break Brick would work without bounce?
3) Old is Gold. Well, for Fang at least, it is definitely true. Fang1's tracker function too is much easier than the Transformer function of fang2.
Questions I have:
None. But a point to make. It's been quite a LONG time since my questions were answered. So, I have so many questions but they are all up there already. No point in writing them all over again. BORING! so, except for the ones already specified, I have no questions.
P.S. : Can we make an un-winnable game for our final project?
Three things I learned today:
1) How to advance levels in a game. Nothing much, just the speed of the ball increases to limits where it can pass through objects, destroying them. Except for the indestructible bat, of course. But it will pass through it at levels like 20 or so.
2) How to use the older library of Fang. We were using fang2 till now but now we're back to fang 1's latest version. It is much better, it's functions don't have a bug, so we can use it's bounce function very well. How do you think Break Brick would work without bounce?
3) Old is Gold. Well, for Fang at least, it is definitely true. Fang1's tracker function too is much easier than the Transformer function of fang2.
Questions I have:
None. But a point to make. It's been quite a LONG time since my questions were answered. So, I have so many questions but they are all up there already. No point in writing them all over again. BORING! so, except for the ones already specified, I have no questions.
P.S. : Can we make an un-winnable game for our final project?
Tuesday, May 25, 2010
5/25/2010- Tuesday
Another day full of programming. We are moving on now, and made the ball in our billiards game move according to our wish. But, as I have posted earlier, the function for bouncing the ball wasn't working, so we decided we will move on, as we are already short of time, till Arnav sir finds the older version of fang library with the working function. We also had surprise visitors and we showed them our games and the Scratch animation we have been making on Saturdays. Only one more week to go, and then we will put all our knowledge as programmers in making our games.
Three things I learned today:
1) How to make stuff move where we point. For example, a cue ball. The funny part is that we just keep on adding velocity transformers on it, so it moves in a funny way. A very good game could come out of that now!
2) How to use Tan and Co-Tan in Java. Why does it have to be so complicated? I mean, can't we just change the angle of the ball without using Trignometry? Not a question, because I know the answer. As of now- no.
3) How to put stuff in patterns using arrays and for loops. We actually did more practice of that today.
Some questions I have:
1) Why can't the computer be accurate? I mean, I read it in our book, that the computer messes up sometimes. But the main purpose of the invention of computer was to make a calculator. So why does it falter in it's main purpose?
2) When you move from place to place, you would see that the rules of the same game change. Take UNO for example, some people play it with the rule that when you place a draw 2 or draw 4 card, and the next player, player 2, places one more, the draws are transferred to the next player , player 3. Why does this happen?
3) When transferring a game from it's X-Box or PSP version to Computer, do they recreate the entire code again to suit the computer? I mean, don't they have to write all that stuff again in another language?
Three things I learned today:
1) How to make stuff move where we point. For example, a cue ball. The funny part is that we just keep on adding velocity transformers on it, so it moves in a funny way. A very good game could come out of that now!
2) How to use Tan and Co-Tan in Java. Why does it have to be so complicated? I mean, can't we just change the angle of the ball without using Trignometry? Not a question, because I know the answer. As of now- no.
3) How to put stuff in patterns using arrays and for loops. We actually did more practice of that today.
Some questions I have:
1) Why can't the computer be accurate? I mean, I read it in our book, that the computer messes up sometimes. But the main purpose of the invention of computer was to make a calculator. So why does it falter in it's main purpose?
2) When you move from place to place, you would see that the rules of the same game change. Take UNO for example, some people play it with the rule that when you place a draw 2 or draw 4 card, and the next player, player 2, places one more, the draws are transferred to the next player , player 3. Why does this happen?
3) When transferring a game from it's X-Box or PSP version to Computer, do they recreate the entire code again to suit the computer? I mean, don't they have to write all that stuff again in another language?
Monday, May 24, 2010
5/24/2010- Monday
Today, we started making another game- somewhat like billiards. Pretty complicated, and I am only talking about placing the balls. Just imagine, placing 15 balls on the screen, while placing them in an order that resembles an equilateral triangle. We had two options, either to write their locations in an array, or write down all of it manually for 300 balls (well, 285 more balls won't make such a difference now, would it?). I figured a way using three variables, and then Cole told me to make it in such a way that when I change one value, all the values change. Soon, from a three variable thingy it turned into a complex seven or eight variable thing. Arnav was using the Trignometry stuff (just flew over my head), very confusing with the gradients and circles, woah! Give me a break! Then Cole came and showed his method. He used some stupid formula in the end with us definitely having no clue what in the world did it mean. It didn't matter whether we knew what it meant, because it is not easy to do stuff when programming. So we used Cole's relatively tiny code and it worked. Also, when we change the value we assigned to the diameter of the balls, we could change the scale like easily. I mean, just change one number and the whole thing changes in the exact ratio. Also, we could add more rows to it by just changing a number. The rest just worked on it's own shifting itself or just doing what it does to form the alignment. We didn't complete the game because one of the fang library's functions wasn't working properly. And about the balls crashing and bumping, sorry, but we don't want to spend all the time we have got in searching for and making the balls bounce and then have no time to actually move forward.
Three things I learned:
1) No one can learn the entire list of functions in Java. It is way easier to just simply memorize a Webster's Dictionary.
2) All the subjects are related to programming. We had a macroeconomics class by Arnav today morning. We had some other classes on Game Theory, and other stuff too on some days.
3) Internet is the best tool to aid programming. Without the online API and all the data and formulas, forget programming, and rather sit at home and knit sweaters.
Three question i have:
1) Why does it have to be so hard to apply Physics in a Java game?
2) Who taught the computer what 'plus' or 'minus' meant and how to add or subtract?
3) How much time must it have taken for the programmers to program Counter Strike? (not including the time taken for art)
4) Why does Arnav joke so much? Why doesn't Cole joke as much as Arnav does? Or vice-versa?
5) What are there different games like snooker and billiards if there are only 5 more balls in snooker?
5) Why are we "making" board games?
Three things I learned:
1) No one can learn the entire list of functions in Java. It is way easier to just simply memorize a Webster's Dictionary.
2) All the subjects are related to programming. We had a macroeconomics class by Arnav today morning. We had some other classes on Game Theory, and other stuff too on some days.
3) Internet is the best tool to aid programming. Without the online API and all the data and formulas, forget programming, and rather sit at home and knit sweaters.
Three question i have:
1) Why does it have to be so hard to apply Physics in a Java game?
2) Who taught the computer what 'plus' or 'minus' meant and how to add or subtract?
3) How much time must it have taken for the programmers to program Counter Strike? (not including the time taken for art)
4) Why does Arnav joke so much? Why doesn't Cole joke as much as Arnav does? Or vice-versa?
5) What are there different games like snooker and billiards if there are only 5 more balls in snooker?
5) Why are we "making" board games?
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