Wednesday, March 31, 2010

Kit Run now has a complete soundtrack (I think) with the groovy abandon that any pixelated game should have. Also I've improved the tree of the kits den.

This weeks schedule:
1)Coding obstacles
2)Removing white from chicken
3)Add movement frames to chicken and blue jay
4) Design the enemy (there has to be some element of danger, right?)

Probably next weeks schedule:
1) Screen Scrolling up and down appropriately (ugh)
2) Completing level layout / finishing the big tree
3)Create Title Screen




Tuesday, March 30, 2010

Resuscitating Kit Run:

I havent touched this flash file since before christmas, so I'm likely going to have to learn everything all over again- and read through the blog to try and figure out where I was at when I left off.

The next action script troubles to tackle: screen scrolling up and down when necessary, death event actually triggering a scene change (why this is so difficult I have no idea), opening title for the game as well as one for the level, and perhaps the most difficult, figuring out how to get the ghost whale, Von Blubba, to chase the main sprite when you run out of time. whew! If I get all of this worked out by the end of the term I'll be a happy animal.

New Sprites: I need to make an assortment of shrubbery, as well as work out random movement for the edibles.



Friday, December 4, 2009


the kits in their den

Wednesday, December 2, 2009




scenery sprites


Monday, November 30, 2009


kit run has dirt tiles now. I cant decide if I like them - The grass definitely needs help, but all in good time.

Sunday, November 22, 2009


Kit Run now has a functional timer- and the sun changes colors (yellow -> orange -> red) to show you how much time you have before sunset. When you get down to 30 seconds remaining, the screen says "hurry up!". If you get down to zero, the whale comes for you...

next up, getting the sun to go down as the timer goes down - getting the sky to darken with the time - and getting the screen to scroll up and down as well as left and right

Friday, November 20, 2009

now when your score bar reaches 100%, the screen displays "return to your kits!" letting you know its time to go back to the den and complete the level.

next up:

time to add in the sun mc, and give it a simple hittest script so that when it goes below to horizon you run of time.. summoning the bubble bobble death whale.

after the sun I will be adding in the den with your kits at the beginning of the level. The den will be blocked off with something that unloads when your score reaches 100%

Monday, November 16, 2009

the blue jay:
worth 5 points :)

Tuesday, November 10, 2009

the most beautiful score bar of all time:


and it works perfectly. The little green pentagon is even animated so that it follows the bar as it progresses. That 20% is the hefty reward for catching a nice fat chicken! rats fish and birds only earn you about 2-5 percent. hurray!


Sunday, November 8, 2009

Pretty clouds, yes? They please me much. But despite this simple pleasure, I am tormented by how much left there is still to do in so little time.

Continued production schedule:

1) need sprites for: birds, mice, fish

2) foreground (plants and trees and stuff that dont effect the sprite)

3) animate said birds sprites and fish

after these things have been accomplished it should be easy piecing the next levels together with the existing symbols. The I can go ahead and make a start screen, and a death animation, featuring the kits turning into skeletons. hurray!




Wednesday, November 4, 2009

Kit Run now has a background for level one, and I've finally edited out the white from the main sprites' bit map- it lost a lot of color quality in the process though, unfortunately. The game also has its first original song! I'll probably be uploading the next game sample after I've cleaned up the other bit maps as well so yall can hear the music and experience the improved mobility of the fox.


Friday, October 30, 2009

high score

I've become so baffled with my latest hurdle, the score bar, that I created an account and posted my troubles on Kirupa. click to see thread


Thursday, October 29, 2009

updates/improvements



KitRun now has a chicken symbol that unloads when you catch it and adds numbers to your score. Next I want to program it so it wanders left and right and moves away from you if you get too close.
The main sprite also jumps and stops left as it should, and doesnt jump as high and moves a little faster.

Next step is a breathtaking background, followed by removing the white from the bit maps. Then I'll be animating the chicken and adding other eatable sprites, and then putting level two together. Which should go pretty fast as it will just be dragging and dropping :)


Sunday, October 25, 2009

movin right along and feeln fancy free

kit run has progressed slightly. to witness these wonders, go to the previous post "background troubles", which is now replaced with a new swf. It was an accident, I'm actually sad I replaced the old one- in the the future I'm going to try and show all of the progressive updates to the file.

Tuesday, October 20, 2009

floating platforms


complete with animated propeller


the game design of KitRun has been changing a bit in the hopes that it can progress faster. (you know, for grades and all the not so artistic shit) . The ground is going to be platform based- more like Super Mario as opposed to something like Dino-Run, which has a crazy dynamic ground that I would never be able to figure out gravity for. Because KitRun is going to be about finding items within a time limit, platforms are a better idea anyway. For example! A tree! with platforms instead of branches that you jump from one to the next to get the chicken on the top branch. Theres a terrible but admittedly helpful tutorial for this added to the research box.

My next update will hopefully be a functional terrain in this style. there may even be a chicken so stay vigilant.

Saturday, October 17, 2009

chicken

kit run now has a chicken. Of all the things to catch in the game, the chicken gets you the most points. Hurray!



Monday, October 12, 2009

background troubles



anyone know how to edit the white out of the bit maps?

Wednesday, October 7, 2009

Project Goals and updates ART 450


at the end of the term I would like Kit Run to have an entirely functional action script. Though the game will likely be incomplete as far as length and embellishments are concerned, the goal for now is to have a mobile sprite, functional "prey" sprites (chickens, mice, birds) that slowly fill up a bar on collisions, a variable background with functional gravity, a working time limit, and a functional completion scene when the "prey" bar is full.

current work:
1) I need to rewrite the jump action script
2) create the prey sprites
3) get the main sprite to move left properly

Monday, September 28, 2009

the good the bad and the ugly

Right and left make the sprite run. sort of. up makes him jump. sort of.