Wednesday, May 11, 2016

Overflow Menu Placed & New Sounds

Our overflow menu has been successfully placed. The two current options are "Tutorial" and "About App." Our next task is to implement pop-ups containing the respective information.

Additionally, since our last post, a few additions and bug-fixes have been made. We have adjusted the position of ball spawns and despawns to locations outside of the screen so that they do not seem to spontaneously appear and disappear. Not only is this more visually appealing, but moving the point at which balls respawn (after moving off the bottom) above the top of the screen has allowed more room for balls to generate, thereby alleviating the tendency of balls to overlap.

There are two new sound effects -- one for clearing a ball, and another for touching the wrong ball.

Finally, allowing the one remaining ball to run off the screen now correctly results in a "Game Over."

Saturday, April 30, 2016

Dialog Windows



This week we replaced most of the text with pop-up window. When the player finishes a level. We give the password for the next level plus the time taken to complete that level. The password edit text was also added to let the user start at a level they had already unlocked rather than starting from level 0 every time.
Moving forward we are looking to add an overflow menu to containing settings, help and developers info.

Wednesday, April 13, 2016

Game modes


To ensure that the player gets the most from the game. We added another mode, base 10. In this mode, the player is given the binary value and is suppose the to find the decimal value by busting the bubbles. The button on the second row is a toggle button. Click it changes from one level to another


The balls change color to red when it is the last round before game over.

Tuesday, April 12, 2016

First Draft of game



It was our plan to have the game done by the end of week six. We have the first version done. We were striving for simplicity and I think our game embodies that. We took the level page screen of. And now we just have the two screens-start page and the game arena. Pressing the start page takes the player to the game arena page. In there the player is ask to find a particular value in base 2. When the player successfully finds all the balls, the game advances to the next level. The label on the left corner indicates what level the player is. The decision to get rid of the level page was to make the gave addictive. Seen higher levels have more balls and consequently harder it serves the player best for them to reset to level 0 when they fail to unlock the particular level.

Monday, April 11, 2016

Binary hero progress

We have successfully implemented parts of the game in a rough form, including the ability to click falling numbers to match the target number called for, as well as a level selection page.  Future improvements will include the settings and help pages, other game modes, and the implementation of lives.  At the moment, the game has no code to punish players for incorrect guesses.  Other minor improvements are possibly a pause screen which includes a restart and return to main menu buttons for players whom are unhappy with their current game.  The game ends when the player has "popped" all the bubbles in accordance with the displayed numbers, though in the final product it will advance levels when all bubbles have been completed.

Saturday, April 9, 2016

Getting Started Week One

This is a game meant to improve the  player's decimal to binary conversion knowledge. To implement this we had a select number of balls fall on the screen with the player have a timed chance to match the decimal value with the corresponding binary value. The binary values are enclosed in a falling ball object and the decimal value is just a label on the screen. When the play matches the ball correctly the corresponding ball is removed from the game arena and the player is tasked at finding a different ball. If the player matching all the ball correctly at the given amount of time then they would have successfully unlocked the next level. The levels get harder as the player advances, the difficulty manifest in the form of having more balls on the screen consequently meaning higher decimal values and harder corresponding binary value. 
The past week, we implemented a simple prototype of the game. The game had the three activities the main having the buttons: start, help and settings, 
the start page takes the player to level where they can open only the levels they have unlocked.

 clicking on one of the buttons takes them to the game arena, implemented using a SurfaceView with balls falling and they can play. 

Moving forward we plan to include a signing page, implement the lock and lock levels, save players information for  quick resume and also a smoother transition to the next unlocked level.