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2.5D Platforms

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New Super Mario Bros. New Super Mario Bros. is a 2.5D platformer released for the Nintendo DS in 2006. It was created to bring the concept of classic Super Mario Bros. games into the 21st century to appeal to the next generation. The plot as the same as a typical Mario game, following Mario's journey as he fights his way through Bowser's henchmen to rescue Princess Peach. New Super Mario Bros. was a commercial success as it was the first 2D scrolling game to feature Mario since Super Mario Land 2 for the Game Boy in 1992 and received many positive reviews, the only criticism being due to its simplicity and similarity to older games. Released at a cost of £24.99 in the UK, the game sold nearly 31 million copies worldwide and is the best-selling Nintendo DS game of all time, as well as the 10th best-selling game of all time. The game's huge success has led to many sequels, they were released on the Wii in 2009, on the Nintendo 3DS and the Wii U in 2012 and on the Nint

3D Modelling Software

In this report, I will be discussing the different types of 3D modelling software available that have different uses in the media industry and therefore, different purposes, and then geometric theory, mesh construction and the constraints to consider when discussing 3D models. One the most popular ones is Autodesk Maya, developed by Alias Systems and originally released in 1998 (owned by Autodesk since 2005). It's used to generate 3D assets for use in television, film, game development and architecture. A virtual workspace is used to implement and edit media of a particular project to create a scene. They can be saved in a variety of formats, the most popular being .mb. Maya exposes a node graph architecture as scene elements are node-based. Each node has its own attributes and customisation. In Maya, the visual representation of the scene is based entirely on a network of interconnecting nodes which depend on each other's information. For the convenience of viewing those net

Game Engines

This report will explain the purposes of game engines and why we use them, and then it's going to look at different constraints that you may need to consider when making games. A game engine is the overall building aspect of a video game. It provides the software that game developers need so they can use them to create and edit video games. They feature a large range of tools to help developers create a game. Game engines have many aspects including renderers, animation and scripting. They use a variety of programming languages, such as Java and C++. It took a while for game engines to be developed when video games first existed, meaning that the first ever ones would have been made completely from scratch to make the optimal use of the hardware. The first game engines were developed in 1983 for 2D games. The purpose of game engines is to provide a range of visual development tools for developers to help them in the production process. They enable a rapid development simply by

Review of My Game

As soon as I finished my game, I needed to see what people thought of it. I printed out a questionnaire and gave out a copy to each member of the group. Only 4 of them came to take a look and responded back, which limits feedback a bit. Here are the 10 questions I asked and the answers I got. Question 1: What do you think the game should be called? (Because I'm still struggling with ideas) Not everyone could think of an idea either. I only got 2 responses for this. One person suggested it should be called 'City Escape' because of the city setting and another suggested that it should be called 'Love Attack' because you rescue your girlfriend from a kidnapper that you have to fight like in Super Mario Bros. I quite liked the latter idea and may consider naming it that. Question 2: What did you think about the platform levels? They all agreed that it was a good platform with different opinions. One said it was too not challenging but still looked fun and anothe

How I Made The Game

I have now designed a fully functioning retro game. It's based on Super Mario Bros but with ordinary citizens - your girlfriend has been kidnapped by someone and you have to fight them to rescue them. When you play it, it looks like it was a piece of cake to make, but it wasn't. Here are some of the challenges I faced when making the game. The first challenge I faced was the health bar. Rather than just displaying it as simple text, I wanted to use the circle design with the 4 colours to represent whereabouts your health is that was used in Super Mario 64. Firstly, I had trouble trying to get it to follow the player on the screen and not appear as part of the level. Eventually, I realised that to do this, I had to go to the HUD layer and set the parallax to 0,0, and move the health bar to the margin. This means that regardless of how high or low the main character is on the screen (I thought I had to place it above him for it to work), it will always appear in the top left

My gaming machines - Then & Now

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My first proper gaming console was the Wii and now I am on the Xbox One. There's a gap of 7 years between release dates, the Wii was released on November 19, 2006 while the Xbox One was released on November 22, 2013. As a result, the Xbox One is more advanced than the Wii. I got my Wii for Christmas in 2008. Games that came with it included Cars, Mario Kart, Wii Sports and Mario & Sonic at the Olympic Games. Over time, I got more and more games for it. I got my favourite game for it after wanting it for just over 2 years for my 11th birthday in 2013, Mario Kart: Double Dash (as you could put GameCube discs into it and play them as normal provided you had a GameCube controller (which was still wired) and a memory card). The Wii was Nintendo's first home console to have game memory stored on the system instead of on a memory card and the first one to have wireless controllers. My favourite proper Wii game was Cars: Race O'Rama, which was so good when it was released

Sound Problems and Solutions Assignment

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For this assignment, I will be looking at a general sound problem as well as a music problem. My sound problem comes from Grand Theft Auto V. Graphics-wise, it is meant to be one of the most realistic games in history, but when you hear some of the sounds that male NPCs make when you kill them with one punch, it really isn't. If you've followed my blog for a little while, you already know how much I've criticized the 3rd sound in the video below. It's meant to be made when the guy gets murdered. I scrolled down to use some qualitative research and see what people thought about these sounds but the comments were just full of people saying which one was their favourite because of how hilariously bad it is. However, I did get an answer at home. When I asked a family member what they thought of the 3rd sound, they said it sounded more like the guy had got his finger trapped in a door. Other than that, I knew it was down to me because this appears to be one of those prob