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Multmedia Course Blog

Tuesday, April 7. Oh my word there is so much to do! Nevertheless, under the stress I'm chugging along with progress. I have now perfected (probably too thoroughly) the methods I'm using to implement the level grapics with all the different hit tests. I'll not bore you with details now, but know that for each placed object and each bounded area of playable level will have had a LOT of work gone into its design and implementation. Heres a close perspective view of how the level is shaping up:. I've been b...

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Multmedia Course Blog | ntuwooders.blogspot.com Reviews
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Tuesday, April 7. Oh my word there is so much to do! Nevertheless, under the stress I'm chugging along with progress. I have now perfected (probably too thoroughly) the methods I'm using to implement the level grapics with all the different hit tests. I'll not bore you with details now, but know that for each placed object and each bounded area of playable level will have had a LOT of work gone into its design and implementation. Heres a close perspective view of how the level is shaping up:. I've been b...
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1 click to enlarge
2 posted by
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4 2 comments
5 no comments
6 client project update
7 very old current
8 game mechanics coding
9 go error wise
10 into total failure
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click to enlarge,posted by,will,2 comments,no comments,client project update,very old current,game mechanics coding,go error wise,into total failure,base logic layer,true;,false;,new middle logic layer,states;,if upinputvariable's,up ;,don't,texturing
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Multmedia Course Blog | ntuwooders.blogspot.com Reviews

https://ntuwooders.blogspot.com

Tuesday, April 7. Oh my word there is so much to do! Nevertheless, under the stress I'm chugging along with progress. I have now perfected (probably too thoroughly) the methods I'm using to implement the level grapics with all the different hit tests. I'll not bore you with details now, but know that for each placed object and each bounded area of playable level will have had a LOT of work gone into its design and implementation. Heres a close perspective view of how the level is shaping up:. I've been b...

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ntuwooders.blogspot.com ntuwooders.blogspot.com
1

Multmedia Course Blog: Low Revs

http://ntuwooders.blogspot.com/2008/11/low-revs.html

Monday, November 3. Final year work has started (and been going for a couple of weeks now) and I've hardly the time to blog. In this first term I have a simulated client project and a 3000 word written research project to do. For my simulated client project I've was given 4 public awareness catagories to choose, and devise a games design-related multimedia proposal for. I chose do produce a Flash-based fuel economy driving simulator, to front a climate change advertising campaign. View my complete profile.

2

Multmedia Course Blog: Game Mechanics Coding

http://ntuwooders.blogspot.com/2009/03/game-mechanics-coding.html

Tuesday, March 10. The coding stage of my current game project has started, and started quite well (compared to how badly coding can. After a bit of messing about I've got the pixel-level bitmap data hit test working smoothly. the slight messing about I had to go through was due to my avatar's containing movie clip not being at 100% scale, this causes issues at the bitmap data object seems to always work with the data source at its 100% size for the hitTest no matter what scale the source object is at.

3

Multmedia Course Blog: A Nice Low Revs Milestone

http://ntuwooders.blogspot.com/2008/11/nice-low-revs-milestone.html

Sunday, November 16. A Nice Low Revs Milestone. I've solved the issue of the scrolling background and swtching to the next scene. I'm having 2 images scrolling across the stage (behind the car and HUD), which snap back to the right after they've gone off 'stage-left'. These images' movement are controlled by 2 variables, when it's time to change to the next scene/level, the variables simply change to the next scene's images' instantce name. Here's what it looks like at the moment:. Quick Update - Low Revs.

4

Multmedia Course Blog: Quick Update - Low Rev's

http://ntuwooders.blogspot.com/2008/11/quick-update.html

Wednesday, November 12. Quick Update - Low Rev's. I've now got the drive system for the player's car pretty much perfected. I decided to change the equations of the gears' rev's/speed relationships. I started with. if you imagine straight lines on a graph. The problem I found with these is there was very little 'revs overlap' between the gears and so changing gear could only take place in small speed ranges. The car artwork is also taking shape but is far too basic to publish here yet!

5

Multmedia Course Blog: 3D Work Continues

http://ntuwooders.blogspot.com/2009/02/3d-work-continues.html

Thursday, February 5. A bit more stuff done (over two days as opposed to my planned one day - flippin. I've got rid of that ridiculous. Crease in the lower arse cheek after lots of messing about:. I think the lesson. From that experience might either be "patience and effort pays off" or "build things better at the beginning and they'll be easier to work with later". The latter is a very common message in my reflection on everything I do, so it's probably the lesson here too. Square (like I'm used. Nottin...

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David Walker's Journal: November 2006

http://walkerjournal.blogspot.com/2006_11_01_archive.html

Sunday, November 26, 2006. The Great Wall of Flyer's - My Interactive Narrative Analysis. During this project my idea evolved and changed direction, my initial idea was to take a picture of my room and have the user interact with indvidual objects placed in my room but i decided quickly just to concentrate on the wall with my flyers on, i thought this would be easier to do with the restrictions we had on image size. Here is a screen shot of the homepage to the site, click on it to be taken to the site.

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