Friday, September 4, 2009

its OVER!

Thursday, September 3, 2009

Presenting Awesome!

Ahhhh yes, at last, the game's ready, with the color modules successfully implemented. Gameplay testing has been smooth (except for one instance; a bug with Jim Carrey becoming a Sports Terminology being attributed to a single error in the looping for genre name checking) and all required elements have been checked through.

(honestly, the one where Jim Carrey became a Sports Term was funny. Imagine if it were to replace "foul ball" in a few years' time XD)

This game wouldn't be possible without the whole team's help. =3

Wednesday, September 2, 2009

Updates for September 02

Sorry for the late post; I was actually outside for a weiqi lesson and only came back just now.

Changelog:

(+) Genres will now show up during gameplay as a gameplay hint.
(+) The ability to toggle sound has been added.
(+) The ability to reset the high score list has been added.

Tuesday, September 1, 2009

Updates

Genres completed for Word Database:

Flowers: September 1st
Movies: August 31st - add on additional words on September 1st
Occupation: August 30th
Sports: August 29th
Fruits: August 25th
Famous People: August 22nd
Sports Terminology: August 18th
Famous Landmarks: August 15th
Countries: August 14th
Animals: August 14th
Anime: August 14th
TV serials: August 14th

written report

i've done the report with pictures!
now waiting for joel to fill in the gantt chart

going to go the powerpoint slides tmr

Monday, August 31, 2009

Updates

Genres completed for Word Database:

Movies: August 31st
Occupation: August 30th
Sports: August 29th
Fruits: August 25th
Famous People: August 22nd
Sports Terminology: August 18th
Famous Landmarks: August 15th
Countries: August 14th

Nearing finalisation

Okay, I've edited most of the code once again and recompiled them into the project.

Changelog:

- Sound is re-implemented; instead of using the dshow.h method which gave me problems in BGM looping, I've implemented it using windows.h and mmsystem.h and declaring winmm.lib as pragma comment. Not forgetting that the character set has been changed to Multibyte Character Set.

- There are now sound events for wins, losses, next stage and game over.
Special Thanks to Mr. Michael Myrick (http://latenightgaming.co.cc) for the BGM, "ProjectUnreality"

- High Score list is implemented. 10 high scores are tracked at any one time from highest score to lowest.

- Credits have been implemented including Special Thanks to Mr. Myrick once again.

The team will be in school from 1:20pm onwards today.

sound_toggle and credits

i've added in the sound toggle and credits to the menu,
hope it works.

going to start working on the report.

Sunday, August 30, 2009

colors

just done adding colors, now waiting for joel to approve my work. ^^

Wednesday, August 26, 2009

drawings for main()

just finished the drawings for the hangman in 10 parts
each wrong guess will print out one tenth of the drawing
until the whole drawing is presented,
the game will be over.

file handling

now i'm still waiting for joel to reply to my part of file handling. thers nth to do now.

fabian

JL EDIT: Uhh, yea, this is rectified. I was busy getting the sound codes out, and completely forgot until he mentioned it to me. Apologies >.< In other news, sounds are almost ready for deployment. There are a few things that need clarification, which I think will most likely end up with me asking Mr Cheah a few things. Other than that, the inclusion of new genres has hit a bottleneck. After realising that the filename cannot be declared first as a std::string, I have asked Fabian to change his approach to using a text file that distinguishes every text string from genre string in such a manner:

_|genre name|
|words|


where _ is actually an actual space in the text file.

The initialising codes will be changed to reflect all these, so a good amount of changes to the initialising codes will be expected.

The team is meeting as a group tomorrow from 1pm onwards in school. (Maybe Mr Cheah would like to drop in on us at Cafe Hotshot? ;x)

Monday, August 24, 2009

Integration: Skeleton

Expecting sound files from Kian Hong for integration.

Other than that, the game is officially in skeleton mode. The basic functions are working now to the barest minimum, so it's about time to go into the intricacies.

The database is progressing fine - we've exceeded expectations and have gone to about a total of 2k words now, I was expecting just 1.5k for Week 2 but didn't actually expect this much. Thanks guys.

Here is the link for version 1.01 without .exe redist:
http://www.mediafire.com/?sharekey=b656ab19f78cf60fd2db6fb9a8902bda

Sunday, August 23, 2009

Integration: Almost complete!

Timothy's coding have now been integrated into a whole project alongside my code, and, pending Fabian's recovery from flu, we should be able to get the skeleton out with slight, but non-major hiccups.

Working now is a hard-coded line in a singleplayer mode, and quit options. The rest are still incomplete at this moment.

Honestly speaking, I totally wasn't expecting Fabian to go down with a flu, though =(

The initial prototype (still with a single hard-coded line) will soon be made available via mediafire download; watch this space =3

EDIT: The files are available here ->
http://www.mediafire.com/download.php?1mjyw2nme4z

logo() and menu()

i've edited the logo() and menu() functions with some help from joel
now, the changes will include changing if...else functions to switch and adding a do...while loop to menu().

also the game name logo on the console screen has been changed from "hangman" to "spell/die".

more changes will come.

Friday, August 21, 2009

gamemain() progress is very smooth ^_^

Preparing the gamemain module (where all the playing occurs) so I can integrate it into the main body.
Looks like everything is going smoothly; I'm expecting my teammates to have completed their side of the work by evening today =D

I had a little confusing time trying to sort out the flow of the play, to which I decided to break down the functions to even smaller, manageable pieces so if anything goes wrong with any of the functions I can still use a simple std::cout to identify and solve the problem.

EDIT: Ah, now I know why there's a slight delay when it could've been faster. Tim's email failed on him -_-|

Thursday, August 20, 2009

Hello W... I mean, Hello Project!

Welcome to Team Awesome!'s Hangman Game devteam blog.

We are going to update on the progress of the game on a constant, consistent basis.

Just as a note for this Johnny-Come-Lately blog:

Expected date of game skeleton completion: 00:00 24th August 2009.
Expected date of refined game completion: 00:00 31st August 2009.

Mark these dates on your calendars, boys. We're in for a twister ride!

***

So far, I have deployed jobs to Timothy, Fabian and Kianhong for their respective tasks of menu/UI design, file handling, database expansion, and the progress has been slow but steady.

The gameplay module I am coding ran into little problems, except a few kinks where I exited the program after 10 loops instead of a win/lose case which was easily resolved.

***

Regards
Joel Long
Appointed Leader for Team Awesome! aka Team 11, NYP Digital Entertainment Project