On our last day of game development, we worked on rudimentary touch-screen controls and added a super-jump feature (you need to press the down arrow before you jump to charge Lewis up) — which we haven’t put live in the touch-screen version as yet!
We also set the game to scale to the device screen size, so as to maximise the size of the on-screen touch controls.
Well we achieved a lot on our penultimate day of game development: improved player animations; increased level difficulty; new coins each with different values, now showing in a scoreboard; fixed number of lives which reduce as you meet your end in a variety of ways; and even a bad guy to navigate past!
Lewis had great fun setting up the polygons around his character to make his sprites more accurately shaped for collision detection — the default was a rectangle about 5mm beyond the limits of his graphic which meant coins etc, were collided with before he’d actually reached them.
Yesterday afternoon we concentrated on filming Lewis performing the key actions required of his character for within the game. Overall we filmed 7 minutes of footage, and now need to extract from this the exact frames we need to make his playable character sprite.
So yesterday, Sunday 29th July, my son and I had a trip to Arran planned for the day.
This involved an hour’s train journey followed by an hour’s ferry sailing. An ideal time for us to get down to business in planning our summer extravaganza – a fully functional HTML5 video game!
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Each year, my son, Lewis and I undertake a project of some sort during the summer holidays.
Last year, we did some decorating, the year before that we did some gardening. This year, however, he has specifically requested that we work together to build a computer game.
We are now looking to build all future websites in HTML5 format.
We feel that while there are still some teething issues with the language, it is the right time to start building using this mark-up language by default.