Beruflich Dokumente
Kultur Dokumente
Unforeseen
Destiny
Table of content
I/. Storyline, Strategy, Control. (Pg. 3)
II/. Citation + Object properties. (Pg. 4-40)
III/. Teams Diary. (Pg. 41-42)
Date and Page.
1
Subject.
Start the work, team divisions.
Goal for the next day: Complete storyline, start on building stage, finding sprites, artwork.
2
Goal for the next day:Keep working on the sprite, finding the sound and music.
3
Goal for the next day: Finish working on the sprite, agree on the poster, start making stages.
4
Goal for the next day: Keep working on the stage, finish some of them.
Working on stages.
Goal for the next day: Finish all the stages and start debugging.
6
Working on stages.
Goal for the next day: Finish & combine the stages, put cinematic graphic into the game.
7
Debugging.
Goal for the next day: Finish the debug process, start the work on presentation.
8
Goal for the next day: Practice presenting, finish the SSC and the Engineering Notebook.
9
Practice day.
10
1/26/2016 - 1/27/2016
Page 42
Example of Sprites
I/. SSC:
Unforeseen Destiny
Story:
In the year 2123, an alien invasion took over the planet Earth. In the midst of chaos, Kendrick
was one of the few humans taken in to be experimented on. A few hours later, Kendrick woke up to find
himself in a strange prison and lost part of his memory about the invasion. While in prison, Kendrick is
taken aside by one of the guards (Leo, the Messenger in disguise) and is informed that he is going to help
Kendrick escape. After they escaped, their ship run out of fuel and was forced to land on a strange planet.
In that planet, he found out the truth, his Unforeseen Destiny.
Strategy:
Help Kendrick reach Earth by navigating through numerous obstacles and blind guards in the
prison. Then go to the hangar where the spaceship is located. After getting on the spaceship, help
Kendrick fight through waves of enemies and obstacles. On the journey, you will face many challenges
which may force you to make some unexpected turns. During the next stage, you must avoid the alien
species and try to find fuel. Unexpectedly, you find out something strange happened to Earth and are
forced to make an important decision here. Your final decision will affect the rest of the gameplay Your
score will increase as you kill enemies and collect, most, pickups.
Stage 1: Maze, use strategy to move through maze.
Stage 2: Space shooting, fight through waves of aliens.
Stage 3: Collect the fuel, make the decision.
Stage 4: ??? (No spoiler here!)
Control:
Stage 1:
Use arrow key to move, you can not shoot in this stage.
Stage 2:
Stage 3:
Use arrow key to move, you can not shoot in this stage.
Stage 4:
Next room
Previous room
Restart room
For all
(Not recommended)
andrea https://wallpaperscraft.com/image/planet_saturn_space_ring_9789_1920x1080.jpg
http://www.rgbstock.com/cache1vWplB/users/x/xy/xymonau/300/orc4Po4.jpg
http://lpc.opengameart.org/static/lpc-style-guide/_images/process-scaled.png
Earth background:
Phan http://shaneriley.com/demos/canvas/tiled_renderer/images/mountain_landscape_23.png
Nesbitt
http://www.spriters-resource.com/game_boy_advance/lufiaruinsoflore/sheet/49220/
Fuel planet species: (friendly)
Phan
http://spritedatabase.net/files/snes/432/Sprite/JP-Raptor.png
Other planet (civilians) (for extra, dont actually need it, poor it :<)
Sound effect:
Explosion Sound: andrea http://soundbible.com/1919-Shotgun-Blast.html
Phan (for the main ship) http://soundbible.com/1793-Flashbang.html
Lazer sound: andrea http://soundbible.com/1771-Laser-Cannon.html
http://soundbible.com/1087-Laser.html
Missle launching sound: Phan http://soundbible.com/1794-Missle-Launch.html
Dying sound: Delgado http://soundbible.com/925-Bone-Crushing.html
http://soundbible.com/810-Dying.html
Phan http://soundbible.com/1454-Pain.html
Pickup sound:
Phan http://pikacraft.eu/images/avatars/diamond_1%5B22438%5D.png
Alien noises: Delgado http://soundbible.com/1016-Strange-Noise.html
http://soundbible.com/878-Martian-Scanner.html
Near-death sound: Nesbitt https://www.youtube.com/watch?v=9Tr5MrTF0fg
Lever sound: Nesbitt http://soundbible.com/761-Switch.html
Background Music:
Stage 1: Maze
Tense, scary, mysterious music.
Phan https://www.youtube.com/watch?v=NUTwYFnllHE
Boss: Nesbitt https://www.youtube.com/watch?v=S7p7pjCBgJ8
Stage 2: Space music.
Phan https://www.youtube.com/watch?v=zUrSQNSN6_c
Stage 3: Getting dat fuel
Mysterious, motivational music.
andrea https://www.youtube.com/watch?v=wKsmsOhk1JI
Stage 4 - 1: Intense boss fighting music.
andrea https://www.youtube.com/watch?v=ROoalSB2DOM
Grant
https://www.youtube.com/watch?v=Xsz497IqoH0
Stage 4 - 2: Intense boss fighting music.
https://www.youtube.com/watch?v=hNiX_-C27ac
Phan:
https://www.youtube.com/watch?v=hKRUPYrAQoE
Ending/Credit:
Phan
https://www.youtube.com/watch?v=ce6jBlNkML4&index=11&list=PL572172884C1FC772
Objects Properties:
Stage 1:
{
show_message('You have been caught!!!');
with(obj_ken)
{
x = xstart;
y = ystart;
}
}
Information about object: obj_hguard
Sprite: spr_guarddown
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
start moving in directions 000100000 with speed set to 4
Step Event:
execute code:
{
speed = 4;
if ( y == obj_ken.y )
{
if ( (direction == 180) && (x > obj_ken.x) )
{
speed = 6;
}
else if ( (direction == 0) && (x < obj_ken.x) )
{
speed = 6;
}
}
}
speed = 4;
direction = 90;
sprite_index = spr_kenup;
image_speed = 0.25;
}
{
show_message('You have been caught!!!');
with(obj_ken)
{
x = xstart;
y = ystart;
}
}
{
if ( !place_snapped(32,32) ) exit;
speed = 4;
direction = 0;
sprite_index = spr_kenright;
image_speed = 0.25;
}
{
Alarm Event for alarm 1:
execute code:
{
speed = 10;
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
play sound sound6; looping: true
}
Stage 2:
Sprite: sprite_bullet
Solid: false
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
start moving in directions 000000010 with speed set to 8
{
n = irandom(20);
if (n == 1)
{
hx = random_range(10,room_width);
instance_create(hx,-5,obj_pickup);
}
alarm[0] = 40;
Create Event:
set the information in the window caption:
set variable fr to 1
Step Event:
set variable can_shoot relative to fr
if damage is larger than 100
destroy the instance
create instance of object object_explosion2 at relative
position (0,0)
alarm[3] = 30;
}
10
alarm[3] = 60;
}
11
show_message('Kendrick: It is unstable...');
show_message('Leo: Worth the risk! Use it!');
alarm[4] = 30;
}
exit;
} else
if ((n > 1) && (n <= 3))
{
direction = 0;
move_towards_point(x+t2,y,3);
exit;
} else
{
direction = 270;
speed = 0;
exit;
}
}
Draw Event:
at relative position (0,0) draw image -1 of sprite sprite_boss
set the drawing color to 1387720
draw rectangle with vertices (10,5) and (10+300-(4*hits),15),
filled
{
check = (hits <= 30 && hits >= 20) || (hits <= 50 && hits >=
40) || (hits <= 70 && hits >= 60)
if (check)
{
timeline_position = 0;
timeline_index = stage2shower;
timeline_running = true;
alarm[2] = 120;
}
else alarm[2] = 10;
}
Sprite: spr_fireball2
Solid: false
Visible: true
Depth: 10
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
start moving in directions 010000000 with speed set to 30
Information about object: obj_staticplane
Sprite: sprite_plane1
Solid: false
Visible: true
Depth: -1000
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
12
Create Event:
set the sprite to spr_pickup with subimage 0 and speed .75
start moving in directions 010000000 with speed set to 2
}
13
obj_movingfireball.speed = 60;
view_vspeed[0] = 30;
view_object[0] = object_intro;
alarm[4] = 90;
14
{
direction = 270;
speed = 0;
exit;
}
reverse horizontal direction
Draw Event:
at relative position (0,0) draw image -1 of sprite sprite_boss2
set the drawing color to 1387720
draw rectangle with vertices (10,5) and (410-(4*hits),15), filled
Information about object: obj_bossammo
Sprite: sprite98
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
start moving in directions 010000000 with speed set to 10
play sound snd_laser; looping: false
Sprite: spr_guy_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
alarm[0] = 30;
image_speed = 0;
shield_count = 0;
}
Step Event:
execute code:
{
speed = 2;
if ( y == obj_explorer.y )
{
if ( (direction == 180) && (x > obj_explorer.x) )
{
speed = 4;
}
15
{
if ( obj_explorer.hspeed == 0 ) exit;
if ( place_empty(x+obj_explorer.hspeed,y) )
{
x += obj_explorer.hspeed;
//sound_play(snd_block);
}
}
{
if ( !place_snapped(32,32) ) exit;
speed = 4;
direction = 90;
sprite_index = spr_guy_up;
image_speed = 0.25;
}
16
{
if ( !place_snapped(32,32) ) exit;
speed = 4;
direction = 270;
sprite_index = spr_guy_down;
image_speed = 0.25;
}
17
18
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
show_video("FinalProjectDecision.wmv",false,false);
room_goto(Stage4);
show_message('Kendrick:... I"m on my way!');
exit;
}
else
{
}
}
Step Event:
execute code:
{
if (x == xstart - 64)
{
speed = 0;
image_speed = 0;
obj_checkpoint.alarm[0] = 1;
}
Create Event:
execute code:
}
start moving in directions 010000000 with speed set to 2
Step Event:
execute script scr_behaviour_walk with arguments (0,0,0,0,0)
Collision Event with object obj_explorer:
execute code:
Sprite: spr_guy_up
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
19
execute code:
{
show_message('Kendrick: HOT HOT!!!');
with(obj_explorer)
{
x=xstart;
y=ystart;
}
{
image_speed = 0;
}
}
Stage 4:
Information about object: obj_fboss
Sprite: spr_fboss_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.125;
bhealth = 100;
alarm[1] = 30;
direction = 270;
check = 0;
alarm[2] = 30;
}
}
if (bhealth == 0)
{
obj_camera.dis = 0;
with(obj_hindrance)
{
check = false;
sprite_index = sprite15;
visible = false;
solid = false;
}
with(obj_hindrance2)
{
check = false;
sprite_index = sprite15;
visible = false;
solid = false;
}
instance_create(x-50,y,obj_fog);
instance_destroy();
instance_create(x,y,obj_boss1dead);
with(obj_bhealth1)
{
instance_destroy();
}
with (obj_boss1dead)
{
image_speed = 0;
}
with (obj_event1)
{
instance_destroy();
}
with(obj_spawn)
{
instance_destroy();
}
show_message('???: It is not yet over...');
20
}
with(other) instance_destroy();
}
{
bhealth -= 5;
if (bhealth == 50)
{
timeline_index = tl_shower_spawn;
timeline_running = true;
Create Event:
execute code:
{
image_speed = 0.125;
bhealth = 100;
alarm[1] = 30;
direction = 270;
check = 0;
alarm[2] = 30;
}
21
timeline_running = true;
}
if (bhealth == 50)
{
timeline_position = 0;
timeline_index = tl_fireball;
timeline_running = true;
scr_speed(50);
}
if (bhealth == 0)
{
with(obj_bhealth2)
{
instance_destroy();
}
with(obj_camera)
{
instance_destroy();
}
instance_create(obj_heroFB.x,obj_heroFB.y,obj_static);
with(obj_heroFB)
{
instance_destroy();
}
view_object[0] = obj_static;
}
with(other) instance_destroy();
}
Information about object: obj_bhealth1
Sprite: sprite22
Solid: false
Visible: true
Depth: -1000
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Step Event:
execute code:
{
x = obj_fboss.x-50;
y = obj_fboss.y-20;
}
Draw Event:
set the drawing color to 255
draw rectangle with relative vertices (0,0) and
(obj_fboss.bhealth,10), filled
Information about object: obj_bhealth2
}
}
with(obj_spawn)
{
instance_destroy();
}
show_message('???: It is not yet over...');
sound_stop(snd_FinalBoss);
sound_stop(snd_FinalBoss2);
instance_create(x,y,obj_boss1dead);
instance_destroy();
instance_create(x,y,obj_rainmaker);
sound_play(snd_rain);
x = obj_fboss2.x-50;
y = obj_fboss2.y-20;
}
Draw Event:
set the drawing color to 255
draw rectangle with relative vertices (0,0) and
(obj_fboss2.bhealth,10), filled
Information about object: obj_bbullet
Sprite: spr_bullet
Solid: false
Visible: true
Depth: 1
Persistent: false
Parent: obj_enemy
Mask: <same as sprite>
Create Event:
execute code:
{
check = true;
alarm[0] = 15;
}
start moving in the direction of position
(obj_heroFB.x,obj_heroFB.y) with speed 15
Alarm Event for alarm 0:
execute code:
{
check = false;
}
Sprite: sprite22
Solid: false
22
Visible: true
Depth: -1000
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Step Event:
execute code:
{
Information about object: obj_bgun
{
if check = false
instance_destroy();
exit;
}
Sprite: spr_boss_gun
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_enemy
Mask: <same as sprite>
Create Event:
execute code:
}
Information about object: obj_torch
Sprite: spr_torch
Solid: true
Visible: false
Depth: -10
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
{
image_speed = 0.25;
alarm[0] = 30;
interval = 70;
}
Create Event:
execute code:
{
image_speed = 0.25;
}
{
nearest = instance_nearest(x, y, obj_trigger)
alarm[0] = interval;
if (distance_to_object(nearest) <= 500)
{
length = 0;
temp = direction;
t1 = (x+50) + length * cos(temp) ;
t2 = (y+50) - length * sin(temp) ;
instance_create(t1,t2,obj_bbullet);
sound_play(snd_blaser);
Sprite: spr_wisp
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: obj_enemy
Mask: <same as sprite>
}
}
Step Event:
execute code:
{
image_index =
round(point_direction(x,y,obj_heroFB.x,obj_heroFB.y) / 6);
Create Event:
execute code:
image_speed = 0.25;
}
start moving in directions 010000000 with speed set to 2
Step Event:
execute script scr_behaviour_walk with arguments (0,0,0,0,0)
Collision Event with object obj_heroFB:
destroy the instance
23
}
Information about object: obj_hindrance
Information about object: obj_wall
Sprite: spr_block
Solid: true
Visible: false
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
{
check = false;
}
Sprite: sprite15
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
sound_play(snd_hurt);
global.health = max(0,global.health- 50);
x -= hspeed*10;
}
}
}
Information about object: obj_bstation
Sprite: spr_boss_gun_static2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.5;
check = true;
}
24
}
Information about object: obj_enemy
Collision Event with object obj_heroFB:
execute code:
{
if (check == true)
{
with (obj_heroFB)
{
Information about object: obj_bstation2
Sprite: spr_boss_gun_static2
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.5;
check = true;
}
instance_create(x,y,obj_explosion);
sound_play(snd_explode);
n = irandom(5);
if (n == 5)
{
instance_create(x,y,obj_heart2);
}
if (n == 4)
{
instance_create(x,y,obj_stimpack);
}
instance_destroy();
25
execute code:
{
{
move_towards_point(obj_heroFB.x,obj_heroFB.y,6);
if (room_caption = "Test")
move_towards_point(obj_static.x,obj_static.y,6);
else instance_destroy();
{
instance_create(x,y,obj_explosion2);
instance_destroy();
with(obj_static)
{
sprite_index = sprite31;
instance_destroy();
sound_play(snd_demon);
}
}
}
Information about object: obj_explosion
Sprite: spr_explosion
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.5;
}
}
Information about object: obj_boss1dead
Sprite: spr_fboss_down
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.25;
}
Sprite: spr_explosion
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
{
image_speed = 0.5;
}
26
execute code:
{
if (global.finish == true)
{
show_message('Kendrick: No....');
show_message('Kendrick: At least... I have saved the
world...');
sound_play(snd_death);
obj_controller2.alarm[1] = 60;
instance_destroy();
with(obj_boss1dead)
{
set Alarm 0 to 60
execute code:
check = 2;
27
else exit;
}
}
{
show_message('Gratz! You win!!!!!');
highscore_show(score);
}
Information about object: obj_heroFB
Sprite: spr_hero_down
Solid: false
Visible: true
Depth: 100
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
execute code:
execute code:
{
show_message('Kendrick: Guess I have to continue on my
own then, that demon must be near here...');
}
{
show_message('BOOM!');
show_message('Leo: Hang on Kendrick, an asteroid hit
us!');
show_message('Leo: Arggggg');
show_message('A little bit later');
show_message('Kendrick: Leo? Damn it, he is dead...');
alarm[4]=30;
hurt = false;
shoot = true;
interval = 20;
check2 = 0;
}
28
visible = false;
solid = false;
}
with(obj_hindrance2)
{
check = false;
sprite_index = sprite15;
visible = false;
solid = false;
}
with(obj_lever)
{
x = xstart;
}
with(obj_trigger)
{
instance_destroy();
}
if ( !place_snapped(32,32) ) exit;
speed = 4;
direction = 90;
sprite_index = spr_hero_up;
image_speed = 0.25;
}
{
speed = 0;
}
29
if ( !place_snapped(32,32) ) exit;
speed =0;
image_speed = 0;
}
execute code:
{
lives = 3;
}
{
if ( !place_snapped(32,32) ) exit;
speed = 4;
direction = 180;
sprite_index = spr_hero_left;
image_speed = 0.25;
}
alarm[1] = interval;
}
{
if (shoot)
{
sound_play(snd_laser);
action_create_object_motion(obj_hbullet,x,y,
10,direction);
shoot = false;
Parent: <no parent>
Mask: <same as sprite>
}
Create Event:
set Alarm 0 to 90
Information about object: obj_static
Sprite: spr_hero_up
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set the sprite to spr_hero_up with subimage 0 and speed 0
Sprite: sprite18
Solid: false
Visible: false
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Alarm Event for alarm 0:
display message: ???: Ah Kendrick, I've been waiting for you
for a long time...
display message: Kendrick: ...
display message: ???: Your fate ends here, any last words?
display message: Kendrick: Only one of us shall live after this,
and it's not you!
Alarm Event for alarm 1:
display message: Kendrick: You're not gonna get away this
time!
display message: ???: ...
30
31
{
global.health = 100;
global.finish = false;
}
Information about object: obj_fog
Sprite: spr_fog
Solid: false
Visible: true
Depth: -2
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
set Alarm 0 to 30
Alarm Event for alarm 0:
execute code:
{
show_message('???: You will come with me...');
alarm[1] = 30;
}
Step Event:
with a chance of 1 out of 50 do not perform the next action
create instance of object obj_rain at position (0,0)
Sprite: spr_block2
Solid: false
Visible: false
Depth: -10000
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
32
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
jump to a random position with hor snap 0 and vert snap 0
start moving in directions 010000000 with speed set to 35
set Alarm 0 to 60
Sprite: spr_planet_end
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
33
Sprite: spr_hero_end
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Misc:
Information about object: obj_help
Sprite: spr_help
Solid: false
Visible: true
Depth: 0
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Draw Event:
jump to position (obj_heroFB.x,obj_heroFB.y - dis)
dis = 100;
34
Depth: -100
Persistent: false
Parent: <no parent>
Mask: <same as sprite>
Create Event:
play sound snd_main; looping: true
Timeline:
Information about time line: tl_shower_spawn
Create Event:
set time line timeline6 at position 0, Start Immediately and
Loop
Step 0:
execute code:
obj_bgun.interval = 60;
instance_create(obj_spawn.x,obj_spawn.y+32,obj_wisp);
obj_bgun.interval = 20
}
{
instance_create(x,y,obj_fireball);
}
Step 180:
execute code:
{
instance_create(x,y,obj_fireball);
Step 120:
execute code:
{
instance_create(obj_spawn.x,obj_spawn.y+32,obj_wisp);
}
Step 150:
execute code:
{
instance_create(obj_spawn.x,obj_spawn.y+32,obj_wisp);
}
Step 180:
execute code:
{
obj_bgun.interval = 80;
instance_create(obj_spawn.x,obj_spawn.y+32,obj_wisp);
}
Step 10:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 20:
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (0,0)
35
Step 0:
execute code:
{
instance_create(x,y,obj_fireball);
}
Step 60:
execute code:
{
instance_create(x,y,obj_fireball);
Step 40:
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (150,0)
Step 60:
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (300,0)
Step 80:
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (450,0)
}
Step 100:
create instance of object object_enemy_basic at relative
position (0,0)
Step 120:
execute code:
create instance of object object_enemy_basic at relative
position (600,0)
Step 120:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 200:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 300:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
36
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 1099:
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (300,0)
Step 1100:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (150,0)
Step 1339:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 1400:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
37
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (300,0)
Step 1239:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 1300:
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 1600:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (150,0)
Step 1639:
create instance of object object_enemy_basic at relative
position (0,0)
Step 1700:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
Step 1839:
create instance of object object_enemy_basic at relative
position (300,0)
Step 1900:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (600,0)
Step 1939:
create instance of object object_enemy_basic at relative
position (450,0)
Step 2000:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (0,0)
38
position (600,0)
create instance of object object_enemy_basic at relative
position (300,0)
Step 1739:
create instance of object object_enemy_basic at relative
position (150,0)
Step 1800:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (300,0)
Step 2200:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
position (600,0)
create instance of object object_enemy_basic at relative
position (150,0)
Step 2300:
create instance of object object_enemy_basic at relative
position (0,0)
create instance of object object_enemy_basic at relative
position (150,0)
create instance of object object_enemy_basic at relative
position (300,0)
create instance of object object_enemy_basic at relative
position (450,0)
create instance of object object_enemy_basic at relative
Step 0:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
Step 10:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
Step 20:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
39
position (600,0)
create instance of object object_enemy_basic at relative
position (0,0)
Information about time line: timeline1
Step 0:
set variable object_plane1.fr to 3
Step 300:
set variable object_plane1.fr to 1
Step 30:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
Step 40:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
Step 60:
execute code:
{
instance_create(x+39,y+5,obj_bossammo);
instance_create(x-39,y+5,obj_bossammo);
}
Step 50:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}
Step 40:
execute code:
Step 0:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}
Step 10:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}
Step 50:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
40
instance_create(x-60,y+36,obj_bossammo);
}
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}
Step 20:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}Step 30:execute code:
Step 60:
execute code:
{
instance_create(x+38,y+11,obj_bossammo);
instance_create(x-38,y+11,obj_bossammo);
instance_create(x+60,y+36,obj_bossammo);
instance_create(x-60,y+36,obj_bossammo);
}
Information about time line: tlBoss2
Step 210:
create instance of object object_boss2 at position (300,-50)
Day 1: (1/12/2016)
_
We start our project.
_
We discuss about the outline of the game then come to the storyline.
_
We divide our team into two groups, one to make the poster and one to keep making the
storyline and gameplay.
Goal for the next day: complete storyline, start on building stage, finding sprites, artwork.
Day 2: (1/13/2016)
Discussion about what sprites we need and find/make it.
Day 3: (1/14/2016)
41
Day 4: (1/15/2016)
Begin the stage designing process:
(somebody seems to be missing in this list wonder who it is)
Stage 1: Nesbitt
Stage 2: Grant.
Stage 3: Andrea, Millard
Stage 4: Final boss + Ending: Phan
Goal for the next day: keep working on the stage. (hope that we will finish some of them).
_
_
Extra: (1/16-18/2016)
Finding the materials for the commercial and ideas for the AIs scripts.
Finish the Trailer and most scripts for the AI. The font for the text is not very good.
Day 5: (1/19/2016)
_
Keep working on the stages, the final stage and the space battle stage (stage 4 and 2)
seem to be finished, the progress is good. The final stage AI seems to have a lot of bug in the
random spawning pick up, boss movement and timeline.
Goal for the next day: finish all the stages and start debugging
Day 6: (1/20/2016)
_
Continue our work on stages, stage 3 is completely done, stage 2 and 4 looks ok, needs
little bit of polishing. Poster is ready to be printed, SCC is being built! The random spawning and
boss movement on stage 4 are fixed!
Goal for the next day: Complete the stages, start the debug.
_
_
Day 7: (1/21/2016)
Finally, we finish the game, time to debug!
Therere still some minor bugs and the cinematic transitions seem unnatural.
Goal for the next day: Kill all the bugs, fix those transitions, start our work on presentation.
Day 8: (1/22/2016)
_
Done, all done. Time to start making improvement on the animation, transition and finish
the Engineering Notebook + Presentation.
_
Everyone in the team seems to be satisfied with what we have done, great job team!
Goal for the next day: Finish the Presentation and Print out the Engineering Notebook!!!
42
Characters, Leo.
Types of Bullet.
Fireball.
Explosion.
43