Sunday, October 23, 2011

Kit - Project 6: Redo


So, I made UI elements for the game we have to make in Game Maker. Since we're using the characters we created, I made a UI that would better fit the game I would
be making. I made a little mockup of what it would look like.

Wednesday, October 19, 2011

Project 6 - Jess M

Speed Potato will either increase your speed or increase the rate the sad meter goes towards maximum by two depending on how sad Mesousa is, the more sad Mesousa is, the Speed Potato reduces the sadness by 2, but if Mesousa is happy, it will increase the sadness meter by two.
Sad Meter will or should have a score next to it, I do not know how I will do that yet and it measures how sad Mesousa is. The more sad Mesousa is, the faster he gives up on gathering carrots. When Mesousa is at maximum sadness, the game is over.

Health Bar Mesousa shows hearts. When Mesousa reaches 1/4 maximum sadness, a heart will disappear, another at 1/2, another at 3/4, and the last heart disappears at maximum sadness.

Carrot Meter will count the number of carrots Mesousa has collected. After gathering a carrot, Mesousa's sad meter goes down by one. Each level would have its own increase in difficulty between how much carrots there are.

Endangered Species is a salamander from the television show that one ups Mesousa throughout the series. So when he is pulled up from the ground in the game, he provokes Mesousa and bumps up his sad meter. The sad meter will stay sad with the little endangered species next to the sad meter for a 10 second duration before it disappears and Mesousa returns back to normal happiness. However, Endangered species can stack and cause Mesousa to become really sad really fast.

Project 6

Lives counter:
 Power-up container:
 Score meter:
 Timer:
 Bread counter:

Monday, October 17, 2011

Kit - Project 6




I created a couple of health bars for CyberKids. I figured that the bottom sprites would show health of the characters depending on which one the player was controlling and they would switch accordingly.

I planned on creating a couple more sprites, but these were all I could manage to post to the blog today.


This is an example of what the 32x32 sprites look like.

project 6


This is the health bar in the game. You get four bars that can take two hits each (the example shows teh player having taken three points of damage)




These are the abilitiy symbols that you can aquire from around the map and enemies, (the spike and speed boost abilities are shown) They go into the Ability slot shown below
These are the ability slots. The red dot means your ability isn't activated, the green shows it is.
This is a DNA collectable. You can collect these from enemies. These can earn you new abillities.

Kit - Project 5




I decided to animate the virus sprite I created for a previous project.
Walk and idle cycle included in a spritesheet.


Sunday, October 16, 2011

April H - Project 6

There wasn't much for CyberKids, so I made some simple things of my own that could possibly be used in CyberKids. [CyberKids tiles are all 32x32.]



Icon for current power-up (inside changes depending on the power-up in use)

Power-up bar (shows remaining energy of power-up - inside changes depending on which power-up is in use - uses 3 tiles)

Gem counter (next to number of collected gems - like rings in Sonic games) Also, color can change. I just like purple. ^_-


Icon for Lives (next to the number of lives left)


Icon for health Bar (uses three tiles)