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Cemetery Cleanup

Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Torsdag den 19. november 2009. Case 8 collect, avoid and fast! He needs to collect 5 before he wins. and his progress is shown on screen.

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Cemetery Cleanup | ccleanup.blogspot.com Reviews
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Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Torsdag den 19. november 2009. Case 8 collect, avoid and fast! He needs to collect 5 before he wins. and his progress is shown on screen.
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1 cemetery cleanup
2 indsendt af
3 jesper
4 ingen kommentarer
5 case 6 was
6 designing
7 environment
8 and create
9 some
10 enemies
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cemetery cleanup,indsendt af,jesper,ingen kommentarer,case 6 was,designing,environment,and create,some,enemies,characters,in the,game i created,first,level,and maybe,last depending,wether,there,will,more games,and th,e first,sketch on,a character,start
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Cemetery Cleanup | ccleanup.blogspot.com Reviews

https://ccleanup.blogspot.com

Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Torsdag den 19. november 2009. Case 8 collect, avoid and fast! He needs to collect 5 before he wins. and his progress is shown on screen.

INTERNAL PAGES

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1

Cemetery Cleanup: Case 8 collect, avoid and fast!

http://ccleanup.blogspot.com/2009/11/case-8-collect-avoid-and-fast.html

Torsdag den 19. november 2009. Case 8 collect, avoid and fast! Case 8 was about creating something that the player would collect from the ground. in this case him being a cleaner, it would be garbage. He needs to collect 5 before he wins. and his progress is shown on screen. Also areas or objects which would be dangerous for the player. which would decrease his life, was also expected. therefore i created some zombie slime areas which also make him lose a life. Abonner på: Kommentarer til indlægget (Atom).

2

Cemetery Cleanup: Case 10 - Startscreen and replayability

http://ccleanup.blogspot.com/2009/11/case-10-startscreen-and-replayability.html

Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Abonner på: Kommentarer til indlægget (Atom). Case 10 - Startscreen and replayability. Case 9 - Sound. Case 8 collect, avoid and fast! Case 7. Make the enemy Aggresive. Dette er en blog om vores pilotprojekt 2010-2011 som vi vil opdatere med alle slags nyheter omkring vores projekt. Vi skal lage en animationsfilm om en teddy bjørn som kommer til live.

3

Cemetery Cleanup: november 2009

http://ccleanup.blogspot.com/2009_11_01_archive.html

Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Torsdag den 19. november 2009. Case 8 collect, avoid and fast! He needs to collect 5 before he wins. and his progress is shown on screen.

4

Cemetery Cleanup: Case 9 - Sound

http://ccleanup.blogspot.com/2009/11/case-9-sound.html

Søndag den 29. november 2009. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Abonner på: Kommentarer til indlægget (Atom). Case 10 - Startscreen and replayability. Case 9 - Sound. Case 8 collect, avoid and fast! Case 7. Make the enemy Aggresive. Vis hele min profil.

5

Cemetery Cleanup: oktober 2009

http://ccleanup.blogspot.com/2009_10_01_archive.html

Mandag den 26. oktober 2009. Case - 6 Concept and Level Development. Torsdag den 22. oktober 2009. Case 5 - Jumping and Gravity. This time around we needed to Make the character jump by pressing the "up" key and that implies something we call gravity. It was as little hard to get to work. I kinda understood the principle and structure i needed in my code but for some reason, Flash's logic is different than mine :). Tirsdag den 13. oktober 2009. Case3 - Case 4. Abonner på: Indlæg (Atom). Case3 - Case 4.

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method4.wikispaces.com method4.wikispaces.com

Method4 - Jesper's Blogg

http://method4.wikispaces.com/Jesper's%20Blogg

Skip to main content. Create interactive lessons using any digital content including wikis with our free sister product TES Teach. Get it on the web. Jan Terje's blogg. Lina's blogg and progress. Flash Platform Game in the works: CCcleaner. Help on how to format text. Contributions to http:/ method4.wikispaces.com/ are licensed under a Creative Commons Attribution Share-Alike 3.0 License. TES: The largest network of teachers in the world. Turn off "Getting Started".

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: The Game: Case 9 - The Sound of Music

http://toonsta.blogspot.com/2009/11/game-case-9-sound-of-music.html

Monday, November 23. The Game: Case 9 - The Sound of Music. It's time for a new update . I went straight to a good old favorite freewaregame of mine, Little Fighter 2. That is a great game right there. You can check out the website here. I have started to implement them into my game by importing them to flash, declaring them as variables, and then feeding them through the SoundChannel. Method. So more experimenting is needed to solve some of these hickups. In the group meetings and lab sessions. Q: Since...

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: The Game: Case 8 - Items, Arrays and Counters

http://toonsta.blogspot.com/2009/11/rapport-case-8-items-arrays-and.html

Monday, November 9. The Game: Case 8 - Items, Arrays and Counters. Things are looking better, and I'm catching up to myself, so to speak. I sat up last night till three o'clock and finished up case 8. I have begun redoing the previous level design to be more in touch with the game's "story", which can be read in its entirety on my group's Wiki Site. And how to use them in your script. How much water you have. Not pictured: The counter for my game. As I've already experimented with timers for my combat sy...

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: November 2009

http://toonsta.blogspot.com/2009_11_01_archive.html

Monday, November 30. The Game: Case 10 - The End. Well, here we are! The last of these entertaining rapport-posts. It's seven thirthy in the morning and after a good night's no-sleep-at-all I have loads of energy to write this last post in the nick of time. Time to inject that last red bull in my arm and get to it. Case 10 - Make a pretty menu with flowers(optional) for your game. Also make win and lose screens, with retry-buttons. Which is now updated to the final version. As a last detail. Check it out...

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: October 2009

http://toonsta.blogspot.com/2009_10_01_archive.html

Friday, October 30. The Game: Case 5 - Ground and Gravity. I know I haven't been very regular with these blog posts lately due to various circumstances, but we've already come to Case 7 and now I'm gonna have to really step up my game. Literally. Creating a more advanced groundline to move along, and gravity physics for jumping". It just seemed like the right thing to do. I got some tips from Svein. And by using a while. Additionally I can share my solution to a problem i have run into a lot in my code i...

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: Blindfighter Beta out now!

http://toonsta.blogspot.com/2009/11/blindfighter-beta-out-now.html

Thursday, November 26. Blindfighter Beta out now! Has already been out for a day on DeviantArt. Check it out and leave comments and bugs you find either here, or in the DeviantArt comment section. The game will hopefully be updated about once a day until monday, so remember to check back often to help me eliminate bugs! Subscribe to: Post Comments (Atom). View my complete profile. The Game: Case 10 - The End. Blindfighter Beta out now! The Game: Case 9 - The Sound of Music. The Game: Case 7 - Enemies.

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: The Game: Case 7 - Enemies

http://toonsta.blogspot.com/2009/11/game-case-7-enemies.html

Monday, November 2. The Game: Case 7 - Enemies. Create and design an enemy for your hero, which has basic AI and will follow your character around on his own without relying on button presses. Here's a screencap of the "Brute". After I get this problem handled, Case 8 is up, in which I will make the collectible water canteens and "blind"-system for my game. Also try to make it able for the characters to actually damage each other. That would be a nice feature for a fighting game. 2 November 2009 at 16:32.

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: The Game: Case 10 - The End

http://toonsta.blogspot.com/2009/11/game-case-10-end.html

Monday, November 30. The Game: Case 10 - The End. Well, here we are! The last of these entertaining rapport-posts. It's seven thirthy in the morning and after a good night's no-sleep-at-all I have loads of energy to write this last post in the nick of time. Time to inject that last red bull in my arm and get to it. Case 10 - Make a pretty menu with flowers(optional) for your game. Also make win and lose screens, with retry-buttons. Which is now updated to the final version. As a last detail. Codes, codes...

toonsta.blogspot.com toonsta.blogspot.com

Toonsta: The Game: Case 4 - Controlled Movement

http://toonsta.blogspot.com/2009/09/game-case-4-controlled-movement.html

Wednesday, September 30. The Game: Case 4 - Controlled Movement. Yes, it's case number foar! Make your character move using the arrowkeys, walking left, right and assuming resting position corresponding to the key pressed. Also work to better your animations and make them more fluid.". Which i heartily recommend to everyone struggling with this case. While skimming through said book, I could not help but think: Why the HELL. Is this not our main reference book for Animation class? 2 October 2009 at 10:49.

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Søndag den 29. november 2009. Case 10 - Startscreen and replayability. Case 10 was about creating the welcoming screen and and win/lose screen. Case 9 - Sound. Case 9 was about adding sound to the game. so i added a jumping sound and a background music to add to the feel of the game. This part was not very hard to do, maybe one ofthe easierer things to do code wise. Torsdag den 19. november 2009. Case 8 collect, avoid and fast! He needs to collect 5 before he wins. and his progress is shown on screen.

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