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Member Since 21 Jan 2013
Offline Last Active May 23 2015 11:14 AM

Posts I've Made

In Topic: Hit a Wall

04 May 2015 - 09:29 PM

I am in the same situation. I have majority of the programming done and almost no finalized art. Basically I focussing on art so o can get my game to look right, now that functionality is there. At this point, it's just a matter of forcing myself to do what needs to be done. Since I kniw I want to release around the time schools get out for summer break, this is motivation enough for me.

In Topic: Learning "What to draw" and not "How to do it"

24 April 2015 - 02:31 PM

I think the reason why there are no tutorials for the questions that you've asked is because these are things that you need to learn for yourself.  It's more about personal preference.  


- Choosing the best graphical style suited for my game, based on its genre, virtual world, story, expected audience and other factors
Example: why the graphics in Zelda The Wind Waker for Gamecube was in Cel-Shading? There should be a reason why that style has been chosen over the alternatives


Maybe they used cell shading in that game because the team as a whole decided that would be cool.


- Choosing the right characters, objects, environments i have to put in my levels/scenes, to make them fit well with each other. This is a task suited for a set designer or architect.


This comes with experience. You will always know if something doesn't work in a level because it will look out of place.  From their you can look at why it looks out of place and fix it. As youdo this more and more, I think you'll be able to make more suitable art.

In Topic: Save/Load High Scores

24 April 2015 - 02:11 PM

Heres the Update that calls the function. I was trying to fix the problem, thats why stuff is commented out.


    void Update ()
        if (gameTimer > 0)
            gameTimer -= Time.deltaTime;
            minutes = (int)gameTimer / 60;
            seconds = (int)gameTimer % 60;
            timer.text = "Time: " + minutes + ":" + seconds;
        if (gameTimer <= 0)
            //Debug.Log ("Game Over");
            inGame.SetActive (false);
            playArea.SetActive (false);
            gameOver.SetActive (true);
            finalScore.text = "Score: " + GameManager.score;
            Manager.currentScore = GameManager.score;


Here is the function itself.


    public static void CalculateHighScores ()

        Debug.Log ("Calculating High Scores");
        bool isGreater = false;
        int i = 0;
        //Debug.Log ("Recieved" + newScore);
        do {
            if (Manager.currentScore > Manager.highScores.Length)
                Debug.Log("Curent Score: " + Manager.currentScore + ">" + Manager.highScores[i]);
                isGreater = true;
                Manager.highScores[i+1] = Manager.highScores[i];
                Manager.highScores[i] = Manager.currentScore;
        Debug.Log ("Done");

In Topic: Stem school project

24 April 2015 - 01:53 PM

Does it have to be just design? I'm in a 2 man team so I do a bit of everything. If my email's not on my profile, pm me.

In Topic: Inspiration

24 April 2015 - 01:49 PM

Usually I look at games that I've played or that have been popular. From there my skill level tends to dictate how the game will turn out. But, my lack of knowledge makes interesting ideas too.

For example, I wanted to do a variation of Don't Touch the White Tile, but there were some programming issues I coukdnt solve. So, now it's just a simple matching game. No scrolling tiles.