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Madman

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In addition to background music I created a jump sound that would play each time he, of course, jump. This was done by entering sc2 = jumpSound.play(); in my jumpcode. The sc2 means that the sound will be played in sound channel 2, and will not overlap the background music. For making the Healthicon, I created s...

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Madman | madmangame.blogspot.com Reviews
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Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In addition to background music I created a jump sound that would play each time he, of course, jump. This was done by entering sc2 = jumpSound.play(); in my jumpcode. The sc2 means that the sound will be played in sound channel 2, and will not overlap the background music. For making the Healthicon, I created s...
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Madman | madmangame.blogspot.com Reviews

https://madmangame.blogspot.com

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In addition to background music I created a jump sound that would play each time he, of course, jump. This was done by entering sc2 = jumpSound.play(); in my jumpcode. The sc2 means that the sound will be played in sound channel 2, and will not overlap the background music. For making the Healthicon, I created s...

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madmangame.blogspot.com madmangame.blogspot.com
1

Madman: Caze 8

http://www.madmangame.blogspot.com/2009/11/caze-8.html

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In my game, I wanted to put out objects and gain more health, instead of gaining points. I formed the array objects as standard cakes, and also made a health icon top left corner. This icon scales itself and symbolises how much health the character has. the less health, the smaller icon. I did not add a timer, a...

2

Madman: October 2009

http://www.madmangame.blogspot.com/2009_10_01_archive.html

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 26 October 2009. In this case we had to think over our story in the game, and add stuff to the story. I already created the story in the game in case 1, and the only change is that when the madman is released from the bombshelter, he will encounter his worst enemy, beans from space. :). Saturday, 24 October 2009. Finished case 3&...

3

Madman: September 2009

http://www.madmangame.blogspot.com/2009_09_01_archive.html

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Friday, 18 September 2009. I am happy with the outcome on the runcycle, and his way of moving shows that this character is something not so ordinary. The jumpcycle is the one I rushed through. Not having any idea how a jumpcyckle should be animated, if I should animate him with a jump? Let him have air? Monday, 14 September 2009. Feature...

4

Madman: November 2009

http://www.madmangame.blogspot.com/2009_11_01_archive.html

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In addition to background music I created a jump sound that would play each time he, of course, jump. This was done by entering sc2 = jumpSound.play(); in my jumpcode. The sc2 means that the sound will be played in sound channel 2, and will not overlap the background music. For making the Healthicon, I created s...

5

Madman: Caze 7

http://www.madmangame.blogspot.com/2009/11/caze-7.html

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. This case was about creating an enemy that had some sort of AI. I created my enemy as a Bean Worker, as it would seem fitting to my gamestory. I created three different animations for him: Walkcycle, hitcycle and death. Subscribe to: Post Comments (Atom). View my complete profile.

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Joma's lille OPIM-blogg: Case 8: Objekter å plukke opp og timer

http://jomaopim.blogspot.com/2009/11/case-8-objekter-plukke-opp-og-timer.html

Jon Magnus Christensen - Høgskolen i Hedmark. Opplevelsesproduksjon og Interaktive Medier. Fredag 20. november 2009. Case 8: Objekter å plukke opp og timer. I denne casen skulle vi lage objekter som figuren skulle kunne plukke opp for å få poeng, og en timer som holder styr på tiden på et vis. Jeg forstår ikke riktig hvorfor spillet hakker så mye som det gjør, det er sykt irriterende og hindrer meg litt i å gå videre med spillet, ettersom det er et problem jeg gjerne vil ha løst. Legg inn en kommentar.

simhanim.blogspot.com simhanim.blogspot.com

Metode/Animasjon og Interaktivitet: kæis s7yv

http://simhanim.blogspot.com/2009/10/kis-s7yv.html

Torsdag 29. oktober 2009. Skal jeg likevel skrive case-blogg? Har jeg en kaffekopp i armlengdes avstand fra tastaturet? Har jeg løst case 7? Hvordan har jeg løst den? Det tok meg litt tid å forstå at det vi faktisk hadde holdt på med var kodingen av en enkelt klasse. En superklasse.[? Læreboka er og blir, hva forklaringsverdi angår, likeverdig med bingo; hvis man leser ofte i den - og har flaks - så kan man kanskje finne en slags forklaring. Men i dette tilfellet hadde jeg tydeligvis altfor dårlige o...

simhanim.blogspot.com simhanim.blogspot.com

Metode/Animasjon og Interaktivitet: november 2009

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

Tirsdag 17. november 2009. Yep, folkens - da var det på tide med et godt, gammaldags romertall! Case 10, hva skal jeg si? 1009) Her, ta en titt hvis du har lyst : link. Vel, det som var forholdsvis lett med denne case'en var å lage og programmere forskjellige menyskjermer - til programmeringsdelen (f.eks. mus-Events) fikk jeg god hjelp av F1. Da var det fint å ha en forskningsassistent som hjalp til med numChildren og removeChildAt. En ting jeg i skrivende sekund fremdeles mangler på case 10 er forklarin...

simhanim.blogspot.com simhanim.blogspot.com

Metode/Animasjon og Interaktivitet: Case 666

http://simhanim.blogspot.com/2009/10/case-666.html

Torsdag 22. oktober 2009. De to lenkene øverst er til henholdsvis en liten test av en mulig spillbrett-design og en demonstrasjon av fienden, doctor Evil. Animasjonene under er batterimåleren og de tre powerups'a. Spillkonseptet har ikke endret seg mye siden dag 1:. Roboten går tom for strøm og må plukke elektrisitetsdingser (t.v.) for å holde batterinivået ved like. Totalt 18 sekunder fordelt på 6 batterinivåer, samt en frame med fullt batteri og en "animasjon" for tomt batteri. Uavhengig av sistnevnte ...

simhanim.blogspot.com simhanim.blogspot.com

Metode/Animasjon og Interaktivitet: nr. 8

http://simhanim.blogspot.com/2009/11/case-8-test-forsov-meg-til-labben-pa.html

Torsdag 5. november 2009. Jeg begynte med å bruke en getTimer istedenfor den andre Timer'en (som vist i eksempel). Jeg veit ikke hvor jeg leste om getTimer, men siden jeg allerede hadde prøvd den andre Timer'en i en tidligere case valgte jeg å prøve meg på en getTimer. Jeg synes det gikk forholdsvis greit å bruke getTimer. Jeg lagde meg deretter en TextField. Jeg brukte adobe-hjelpen/F1 til å finne frem til TextField fordi jeg syntes å huske et eksempel i læreboka hvor dette ble brukt. Jeg tror jeg fakti...

simhanim.blogspot.com simhanim.blogspot.com

Metode/Animasjon og Interaktivitet: K9

http://simhanim.blogspot.com/2009/11/k9.html

Mandag 9. november 2009. Lyd er sånn man har i ørene. Fy faen nå begynner jeg å bli litt lei flash. Begynte på søndag. leste to avsnitt i læreboka, og fikk uten særlige problemer til å spille av lyder. Mesteparten av mandagen gikk med til å prøve å få til løpe-/hoppe-lyder, noe jeg ga opp. Har ellers brukt litt tid på å få til sånn noenlunde greie lydeffekter - men til ingen nytte. For what it's worth - case 9. 9 november 2009 kl. 18.17. Last inn mer . Abonner på: Legg inn kommentarer (Atom).

metode7.wikispaces.com metode7.wikispaces.com

metode7 - home

http://metode7.wikispaces.com/home

Skip to main content. Get your Wikispaces Classroom now:. The easiest way to manage your class. Her er gruppe 7 sin lille Wiki. Den blir forhåpentligvis mer innholdsrik med tiden. Jon Magnus Christensen - http:/ jomaopim.blogspot.com/. Farah Daud - http:/ lemonraid.net/caseblog. Simon K. Haugdal - http:/ simhanim.blogspot.com. Ole-Kristian Øverby - http:/ auliiii.blogspot.com. Liss Kristin Edvardsen- http:/ liss89.blogspot.com/. Petter Hagen Nilsen - Petters lille Spillblogg. Espen Kielland - MADMAN.

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Madman

Madman is a flashgame set in a psychodelic world where you play a mad and wild character whose mind has been twisted through many years of lockdown inside a bombshelter. Monday, 16 November 2009. In addition to background music I created a jump sound that would play each time he, of course, jump. This was done by entering sc2 = jumpSound.play(); in my jumpcode. The sc2 means that the sound will be played in sound channel 2, and will not overlap the background music. For making the Healthicon, I created s...

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