When making the AI I had a few requirements I gave myself, I wanted it to stay in a certain location and for it to change directions randomly. I used the method that you can see in the video.
I was having problems with getting the character to climb all of the walls, but that didn't take long to fix, when I tested it, I could climb all of the walls. however, after fixing that I realised that now had a larger problem, something that I didn't have to deal with in my last project. As the character climbs up one wall, it recognises the ledge about the one it needs to climb. Here is an example of it. To fix this I began to troubleshoot my game. I try a few things first, I had to find the problem that was causing it, so the logical source of the problem would the ledge tracer. So to check if this was the problem I put the ledge tracer to be on in debug mode, persistently. Then I started the game and saw that it was triggering with the blocks above me. So be I began changing variables in the blueprint that relate to the ledge hight tracer and look at where it moves the tracer ( the green and red sphere). Then through trial and err...
Pixel art in Photoshop Today I have been working in Photoshop to make pixel art for sprites. To do this I have used a few tools to add shape, tone, and texture. To start with I had to make the file 32 by 32 PPI. I could have used any power of 2 as that is what the restitution go up in. (16, 32, 64, 128, 256) After that, I started to make the shape using the pencil tool. I had to use the pencil too because it makes a hard line instated of clouring colouring and spreading to other pixels. After making the basic shape I use the pencil tool again to colouring in the lines and go over them. A finally I used the dodge and burn tool to add shading and texture to my artwork. I did have a few problems with finding the correct colour for the meat cleaver which as made it very poor and low quality.
Games are a powerful form a media that almost everyone has interacted with at one point, whether it's passively through adverts or actively playing every new game. This gives the opportunity for almost every game the chance to send a message through it. For example, my game has aspects in it that make the player feels trapped and powerless. It does this through a number of ways. For instance, the climbing system is very slow and takes time to use.
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