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==Fall '09 Summary and Future==
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Forrest and I wrapped up the quarter with a working demo of the basic core mechanics of Colour The Part. We succeeded in having a working platformer on the XO. However, by succeeded we mean we have it running on there with some problems. One of them being that the game runs at a ridiculously slow frame rate compared to when it's being ran on anything else. We had some speculations on to what that might be, but those speculations were wrong. We also didn't reach our goal of an effective particle trail following the player (although the code has started and is there, just needs some tweaking) and the multiple levels. Additionally, the collision could be tweaked to have a better resolution after you collide. All and all, the game turned out to be a small success with what we here and what we took away.
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Problems Addressed:
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*Slow FPS
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** We looked into anything dealing with any for loops besides the main game loop and moving the character and this didn't solve it. We also looked into particles, but that wasn't the reason. We also looked into object creation in the update, but it wasn't fixing the problem. I want to say the XO can handle a simple platformer and it is our programming, but I could be wrong, so this needs to be looked into further for this game to go anywhere.
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*Particle Trail
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** The particle trail was started on, but wasn't fully implemented as we ran into the first bug. It's in the particles file and just needs some tweaking and rewriting for it to work fully. On top of that, the painted trail that goes with it needs to be worked on too.
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*Collision
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** Collision is simple bounding box collision. It uses the rect in pygame so that does all the checks for us there, however, the collision isn't the best for the resolution stage. It gets set back to a certain x or y after you collide with a side. That needs to be reworked as there were some bugs when jumping in the air and colliding.
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Future Addressed:
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==Group Members==
 
==Group Members==
  

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