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Boump! & Rainbow Buster!

*Saw Brandon's post about copy/pasting our projects here... here you go... Enjoy!*

Well, I finally got around to posting these... Rainbow Buster (see Breakout clone), has been done for months now, I just keep forgetting to post it... I actually sat down last week and did Boump (see Doodle Jump clone).  Read on for more.

All right, first thing's first.  Neither of these projects were done using Playmaker.  I watched the videos, and I saw exactly how to do these in Playmaker, and honestly I could've had them both done in a day.  However, me being the type of person I am (not neccessarily masochistic), I decided to give myself a little bit more of a challenge... Both of these were coded by hand in C#.  That being said, there are a couple of things that I couldn't quite get on my own, so I used example scripts and modified them for my purposes... but rest assured, I did end up editing every single line of code myself... Made it a lot more fun too.

So, since Boump is the latest project to be finished, let's begin with it.

Play Boump Here:  http://bktillery.x10host.com/Boump

DropBox Link for .exe and project files https://www.dropbox.com/sh/t6pg332pxs330b1/AABVhEDo1aGc8CgEBSe_syAza?dl=0

I decided to go with the the simple platformer style graphics here... I ended up doing these in Photoshop since I couldn't really find anything I liked anywhere on the web... The only graphic in the game I didn't end up doing was the character, although I did end up animating him myself.  You can see an image of the animator below.

And as you'll notice when you play it... there is no death animation visible in the game, but there's one shown here... there's an excellent reason for that... I couldn't get it to work.  I'm still not completely comfortable with handling ending scripts in the game, as things tend to get a little screwy when you stop the gameplay.  I will say though, that learning how to do basic animations like that was certianly enlightening into how the process works in unity... (thank God for youtube tutorials).

I also learned how to link those actual animations to function calls within your program (ie: when x happens y animation is played).  You'll find an image of that below.

The code highlighted in the upper right hand red box shows how I eventually was able to call those animations, so that as you press the direction arrows or velocity changes, the characters animation changes.  I'm certainly no artist or animator, but I made it work for my purposes.  I also thought you might like a quick glimpse of the number of scripts it took to make this game possible, those are highlighted on the left hand side in the red box.  Considering most of them are very short and generally perform only one or two basic functions, it's not that much really... In fact I really did the entire game in about a week... and the last two days were just polising, adding features and menus, testing and bugfixing.  All-in-all it really wasn't a bad experience once I finally started to dig in, and I will absolutely tell you that I have learned a LOT about the design process through this method... both from Brandon and external sources.  I have also learned more places to find open srouce/public domain assets and tons of really good learning resources on the various individual processes I used here.

I will say this... the biggest thing I learned here was watch your aspect ratios... I wanted to port this to Android to show my friends at the little bar I go to after work, aspect ratios really need to be set up first thing for this, and watched like a hawk after that to make sure they stay on point.

Now as to Rainbow Buster:

Play Rainbow Buster Here: http://bktillery.x10host.com/RainbowBuster

Rainbow Buster .exe and prokect files here:  https://www.dropbox.com/sh/h4w8phoba5y84ka/AADmxoVvrKpS4UBSXp4PtdqEa?dl=0

I'm not going to spend much time here because really, I can't... I finished the actual gameplay for this so long ago (back during the latter part of spring I believe) that I really just don't remember all of the little nuances and pains I dealt with.

Basically this was my first real foray into coding any type of game whatsoever... I actually built the thing in Playmaker first as I recall and had it working, but I found I was having difficutly getting some extra elements I wanted to work with Playmaker (turns out I'm pretty sure it was just me not knowing what I was doing rather than Playmaker).  I was repeatedly finding references to code for this and looking at what I had seen of the backend of Playmaker and most of the functions it used, I said why not code it... that'll be more fun anyways.  Not to mention I am totally anal-retentive about file sizes and Playmaker seems to increase file sizes a fair bit.  So anyways, I began work... the game itself doesn't take much, although when you look at the shot below and see how many lines of code I used it seems like it takes more (it doesn't... I just wrote sloppy code on this one... Boump ended up having MUCH tighter code).  

You'll even see if you look through the assets on DropBox for this project that there are a lot of things that simply aren't used because I couldn't figure out how to implement them correctly.  I mean just look at all the scripts listed there in the left hand box... this game doesn't need half of that.  But, hey... that's how we learn right?  I really did the entire game in about a week as well, taking my time and realearning most of the code I had forgotten since I haven't used any of it in so long.  The only real part I added was a title screen, the ball tail, and the lines of code indicated in the box on the right hand side above, which basically just add an exit key and a little game over/you win script to restart the gameplay.

Here's an actualy shot of what it looks like in the editor:

Again you can see all of the scripts highlighted there in the asset view.  Now the interesting thing I did with this one was to use actual physics materials for the ball bounce... (turned out to be a colossal pain in the rear), but I really wanted the ball to seem like it was bouncing in a more life-like/unpredictable manner (unpredicitable yes... life-like no), but it certainly taught me more about how these things work and when to use them and when not to.  You can also see above that in the editor all the blocks are red... the actual materials do not get added in until gameplay.

Well, that's about everything I can think of for this one... although I will absolutely entertain any questions anyone might have... Honestly, after finishing Boump... I am not happy at all with Rainbow Buster, and I'm thinking of eventually going back and redesinging the whole thing from the gournd up in a more Arkanoid like way.  I think that you can definitely see the progression of my skills between the two games though, and that is something I'm grateful for... it means I actually learned quite a bit doing these.  I fully intend to keep making more and I believe I will be taking the 2d platformer class.  Which I actually see Brandon ended up using the same graphics pack that I pulled the character from for Boump... just saw that today... thought that was kind of funny.  Anyhow, let me know what you all think, and see you next class!

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