Showing posts with label bug. Show all posts
Showing posts with label bug. Show all posts

Sunday, 27 January 2013

Bed Bugs are such a pain

I've been starting work on creating a game that is about killing and destroying bed bugs from a home. Recently I've had to create some assets to show the manager of this project in order to try and get approval. These are the assets that I've created along with a few page layouts for some screens, along with a number 0-9 that's for an infestation counter.











Friday, 14 September 2012

And then things get artisy

I'm nearing the end of major programing, I still have several things I have yet to build and some parts of the code I'll have to rebuild for better performance however the majority of it is behind me. I got the stat bars art redone, still rough but it now is more along the lines of what I want. I also redid a lot of the buttons with roughs of what I'd like the final version to be. On the instructions page I did some basic color fills for the book, just so you can't see through it. I also updated the instructions page background and redid the art on the garbage pile, rabbits foot and skateboard.

Some bugs that I fixed included the savings box not being killed when the rest of the boxes were. I had an error where the first and second jump power were getting reset to 15, I found a place where I had hard coded that number earlier before I had tweaked with it. I had an error when the percentage that was being saved on the lives wasn't showing up, turns out my math was a little off. I had some trouble with hit detection and  the man hole however once that was working it wasn't a problem. I also has a bug where you could super-fall at a moving cart and either phase through it or go about half way before shooting back up, this was fixed extending the detection rage and changing a multiplier to match that of the max fall speed multiplier in super-fall.

Some things that I've added are manholes that appear in the later levels, they are open to different extents depending on the current level, their position on the screen is also randomly generated ever reset. I added in darkmatter which is needed to super-fall, and it can be purchased along with other equipment at the shop. I added in a falling animation to the manhole along with a rough running animation to the rubbish. Finally I added the feature of being able to continue if you currently have extra lives, this unpauses the level and spawns a new rubbish. This would allow people to not have to replay a 2-4 minute level if they did near the end or got a really sweet drop of good garbage.

Friday, 24 August 2012

SO MANY RATS

So I've made some major strides with my Rubbish game over the past few days. I had a lovely fatal error that was causing my flash program to crash whenever it encountered the problem, the really annoying part was it was randomly happening and since it was crashing flash I couldn't even read the traces to find out where the error was located.

Luckily I had time and process of elimination by my side and after commenting out large, then progressively smaller chunks of code, I was able to find where the problem was located....i can only assume. The strange part was it had to do with my garbage spawning however the problem shouldn't have been one. To decide wither the garbage that was spawned was going to be good or dangerous I had a random number chosen, 1 or 2, using my randomNumber function. Then if the number was 1 I would make my isBad Boolean false, else i would make it true, I would then pass this along to my garbage class and it would use the Boolean to choose from the correct array of items. This should mean even if for some strange reason the randomNumber function was wrong and I got a number that wasn't 1 or 2, a garbage would still be created. If I always spawned a good garbage, flash wouldn't crash, and if I always spawned a bad garbage flash wouldn't crash, I just commented out the if statements and the randomNumber generation and hard coded in the true or flash in the setUp function of my garbage.

I was finally able to fix my problem by simply having the same code, but in my garbage class so the playScreen class would just spawn a garbage and then the garbage would figure out if it was good or bad, using the same method I was trying to use on the play screen. For some reason I haven't had a crash since even though it shouldn't make a difference wither I do the randomNumber and Boolean assignment inside garbage or outside and pass it in.

I was able to get rats added, with different amounts and types spawning depending on the current level the player is on. The rats move forwards and can only be killed if the rubbish jumps and falls on them. If a rat makes it all the way to your garbage pile alive, it takes the last item you caught, along with the number of points it's worth and runs off screen. Soon I'll be able to add a few more btns to the level select screen and I'll have my basic first five levels complete.

Tuesday, 10 April 2012

The fights are starting to look fair :D

I've been able to get most of the combat done today. I added in the blood effects for the pistol, sub and shots along with adding in ammo for the sub and shot. I've decided that the player has unlimited pistol ammo, don't ask why or how just be thankful, this was mostly to get around the difficulty of some zombies and how both attacks were needed to get past some tougher zombies healing. I fixed the exp bar at the top and the addition of the exp for the final zombie kill. I also was able to greatly improve the zombie AI along with it's stats generating around a more reasonable level. I also added a combat stats screen that shows up once all zombies have been defeated, this shows you the exp you have, still need along with the ammo and money you've found and how much you now current now have. I have just a few finishing touches like adding a finished button to the combat stats screen. I also have to clean up some of the animations and attacks.

Monday, 9 April 2012

And the fights just keep getting better

So combat is moving along at a good pace, tomorrow should really be an interesting day. I was able to fix a bug so that all the weapons work for attacking the zombies. I also fixed an issue with the zombies blood, it was going out of sight when the zombie still had a few hp left. The problem was that the blood extended far enough past the bottom of the heart, so when the hp was at 1 or 2, it was just below the mask that was hiding the blood. I just had to go in and make the blood a little smaller and move it up some.

I got the experience bar at the top working, it adds the total experience that the player is going to get during a battle, filling the syringe up as more experience is gained. When the user is finished the battle, it fills up the rest of the way and injects the experience into the heart, I still have to clean up the animation a little and make it fill up quicker. I fill up the syringe using a timer event so I just have to shorten the delay on the timer.



One of the final things I was able to get working tonight was the button for eating your foodstuffs. When pressed it checks to see if the player has any foodstuffs left and if they do it plays the eating animation, then fills up their heart and restores all of their hp. When it's clicked all the event listeners are also removed for the weapon selection, and the two selection fingers are still moved.

Lastly I added some blood effects to the zombies attacks along with the zombie students death animations, this was done with frame by frame and the onion skin. I also got the blade and blunt weapons for the player to show blood, but the guns aren't working yet.  Tomorrow I'll be aiming to add in some smoke cover for when a new chibi appears, fix up the experience bar so that it's fully working, add in place that shows your level and an animation for leveling up. If I have time I'd also like to work some on the zombie AI so that it chooses it's attacks more randomly and that it's stats are a little more reasonable.