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journal:spring2019:mkowulic:week11

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journal:spring2019:mkowulic:week11 [2019/04/11 06:02]
127.0.0.1 external edit
journal:spring2019:mkowulic:week11 [2019/04/15 16:51] (current)
mkowulic
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 =====comporg week11===== =====comporg week11=====
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-====MONTH DayYEAR====+====April 15th2019====
  
-Filler text- your entry goes here; remove ​this line to receive full credit.+For our NES game i was thinking we could implement our big boss boye sprite that rana made for our original game, and maybe get the heart powerup working, that would be awesome, because right now brainstorm lacks a lot of depth a far as gameplay ​goes. It could at best be an atari 2600 game. I was hoping for it to be a little easier to develop than what we encountered,​ because the collision detection was wonky as hell and i dont get a lot of it or how rana ended up figuring it out, but props to her for that. If i were to make this into an SDL game, id imagine i could make it so much better. Maybe that would be an awesome project for this summer, is to code a working SDL game thats like brainstorm but way better. Id be really excited to see how that goes.
 =====sysprog week11===== =====sysprog week11=====
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-====MONTH DayYEAR==== +====April 15th2019====
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-Filler text- your entry goes here; remove this line to receive full credit.+
  
 +My idea for improving my game as part of the EOCE, is after 50 pipes, the game turns into a side scrolling shooter, im really excited to see how i can make that work, hopefully it shouldnt be too hard with collisions detection and all. I like SDL more than the NES roms because everything seems to work without trouble, but thats because the hardware of the NES is ancient. Im thinking maybe a few waves of enemies spawn, with different methods of attack, and then a big boss BOYE that is harder to kill. Just a simple idea to improve an already simple game.
journal/spring2019/mkowulic/week11.txt · Last modified: 2019/04/15 16:51 by mkowulic