Product Development

Thursday, 1/19/17

  • Changed gamepad support from only 8 directions to the full 360 degrees
  • Added a magnitude variable to determine how far the joystick is being pushed, and it will affect the speed of the player
  • Added three more cursor objects: ‘obj_cursor_options’ and ‘obj_cursor_gamepad’ and ‘obj_cursor_confirmdelete’
  • Added three more rooms: ‘rm_options’ and ‘rm_options_gamepad’ and ‘rm_confirmdelete’
  • Options menu in the title screen takes you to ‘rm_options_gamepad’
  • Added a confirm screen when starting a new game to delete your data

 

Tuesday, 1/17/17

  • Completely revise speed, direction, and keyboard checks for movement and laser firing using hspeed and vspeed variables
  • Added WASD keys to control character as well
  • Added full gamepad support (left stick is move, A is laser, start is pause)
  • Added a death vibration for gamepads
  • Fixed the score not carrying between level by relocating the creation of the ‘global.points’ variable to the cursor object
  • Revised the saving system to save multiple bits of information
  • Added the next “Score:” in front of the score
  • Added a simple encoding/decoding algorithm for the save file to prevent tampering with BASE 64

 

Monday, 1/16/17

  • Added a following view screen to follow ‘obj_jonny’ in the rooms
  • Changed the score to draw in the view’s coordinates rather than the room’s coordinates
  • Changed the pause menu to draw in the view’s coordinates rather than the room’s coordinate

 

Sunday, 1/15/17

  • Created sprite ‘cursor_sprite’
  • Created object ‘obj_cursor’
  • Created object ‘obj_pause’
  • Created room ‘title_screen’
  • Added a draw event to ‘obj_cursor’ to add text ‘History Heist’ as a title and menu options: ‘Start’, ‘Continue’, ‘Level Select’, ‘Options’, and ‘Quit’
  • ‘Start’ starts a new game and sends you to ‘rm_level1’
  • ‘Continue’ sends you to the room you had saved
  • ‘Level’ select does nothing
  • ‘Options’ does nothing
  • ‘Quit’ ends the game
  • Added a room start event in ‘obj_johnny’ to save the room in a file named ‘Save.sav’
  • Changed all sprite names to ‘spr_name’  
  • Changed all room names to ‘rm_name’

 

Saturday, 1/14/17

  • Replaced keyboard events for arrow and no key pressed events with a step event with code determining which keys are pressed are sending ‘obj_johnny’ in that direction
  • Added code to determine if two keys are pressed and will send ‘obj_johnny’ in 8 directions, including diagonals
  • Changed code to determine which keys are pressed during the release Space event to determine which direction you are going.
  • Fixed image angles with the lasers
  • Added ‘outside room’ event to delete lasers when they leave the room
  • Added collision event between ‘obj_laser’ and ‘obj_wall’ to delete the laser
  • Added collision event between ‘obj_laser’ and ‘obj_ghost’ to delete both the laser and the ghost

 

Friday, 1/13/17

While continuing teaching the other members about how to use gamemaker, the following changes were made:

  • Created sprite ‘laser_sprite’
  • Created sprite ‘money_sprite’
  • Renamed all objects in the form ‘obj_name’
  • Created object ‘obj_money’
  • Created object ‘obj_laser’
  • Created object ‘obj_score’
  • Collision with ‘obj_money’ adds 100 score to ‘global.points’
  • Draw event in ‘obj_score’ draws the score in the top right corner
  • Replaced all arrow key press events with keyboard events
  • Replaced all arrow key released events with keyboard no key pressed events
  • Add event key release spacebar to check which keys are pressed and send the ‘obj_laser’ object in that direction

 

Thursday, 1/12/17

While teaching the other members about how to use gamemaker, the following changes were made:

  • Created the project ‘History_Heist.gmk’
  • Created the first sprite, ‘johnny_sprite’ (will be renamed to the player’s name later once decided)
  • Created sprite ‘portal_sprite’
  • Created sprite ‘wall_sprite’
  • Created sprite’ ghost_sprite’
  • Created object ‘johnny’
  • Created object ‘portal’
  • Created object ‘wall’
  • Created object ‘ghost’
  • Created object ‘fakewall’
  • Using key press events, ‘johnny’ moves with arrow keys
  • Using key release events, ‘johnny’ stops moving
  • Collision with ‘wall’ event makes ‘johnny’ stop moving
  • Collision with ‘portal’ event makes ‘jonny’ move to the next room
  • Collision with ‘ghost’ event makes the room restart
  • Key press ‘Enter’ makes ‘johnny’ jump to the latest room (will be deleted before release)
  • Key press ‘R’ makes the game restart
  • Collision with ‘fakewall’ does nothing