Today me and Justin worked together again. We did were going to do the cutscene today but Jake told us that we have 2 days left of class so we should be getting rid of the little errors in the game. The light glitch in the corner of the house was back so I figured it was in the code for the bullet and got rid of it there by completely removing the particle creator in the bullet code ; it was useless.
After that me and Justin worked to make it so that the day/night cycle was implemented and the player had a glow around him so that at night it wasn't just pitch black. The glow was a little to dark so we messed around with the opaqueness making it look bright enough to see, but dark enough to make it seem like night. Today I am researching how to make a mini-map in for the game, and I will try to set that up tomorrow so when the environment is added it will look nice. We will also try and fix the floating zombie glitch which I think will be simple
Thursday, 21 January 2016
Wednesday, 20 January 2016
Day 12 - Help
So today me and Justin worked together again. We were trying again to get a little thing done so we could work on the cutscene, it did not go well. The thing we were trying to do was make it so that when you entered the house a message popped up and you could go through the door. We ran into many, many errors. At first we had it so that the player was standing behind the door, so we had to mess with the depths of the objects and then we got confused and had the depths on everything messed up. We figured it out by simply putting the depth in the { } with the letters code. We also had the problem of going invisible when you went into the room. I thought that it was deleting the sprite when you went into the room but, Justin figured out that it was just teleporting the player to a weird x,y coordinate. The last thing that we found trouble with was that the player could go into the house fine but as soon as he walked into the door he could decide not go through it then press e to leave anywhere. We fixed this problem by making it so that else near = false, so that if he wasn't on the coords of the door, he couldn't do it anymore. We are using the rest of class to work on the cutscene and decide where we want it in the game.
Tuesday, 19 January 2016
Day 11 - Partner
Today me and Justin worked together on the game. We talked and worked together on things like making a way of getting out of rm_house and getting rid of a horrible sun like thing in the corner of rm_house. We also talked about making a cutscene tomorrow to start the game off. Justin said something about Jake having an idea so that project might be on hold until he's here. For the exit of rm_house it was quite difficult. We thought it would be a quick little thing and we could get onto the cutscene but it took a long time. The parts that stumped us were ; when you went near the door it would be solid, when you pressed any button near the door you were teleported to rm_1 and if you walked into the room you got huge amounts of lag and the game became unplayable. I helped to fix theses problems by talking them through with Justin. They one that teleported us with any button was fixed simply by having keyboard_check (ord('E')) instead of keyboard_check ("E"). The lag one was when we were trying to fix it too. I thought that having it so that when you don't press E nothing happens would fix it. Justin tried to make it so that when you don't press E it Teleports you to rm_house again, which kept teleporting the player and making insane amounts of lag. Justin had a weird shape in the corner of the rm_house and had no idea what it was, and from one glance at the code I got rid of it, he had had a fire particle in the corner randomly creating.

Sunday, 17 January 2016
Saturday, 16 January 2016
Thursday, 14 January 2016
Day 10 - Sound!
Today in gamemaker I worked on the project and I actually helped. I asked Justin for something to do and after some deliberation from him he tasked me with making it so the character had a walk sound. It was my first task after learning a lot more about gamemaker and I like to think I did a good job with it. For the most part it was done with 0 help from anyone else, just a little theorycrafting with Jake. I made it so the sound played when the character moved left and right, and it stopped when the character is not moving. I also joined the group in making sounds for the game. We went throughout the school and made different sounds. I was the one who did the walking sound. Other than the walking sound, we got a sound for a door, two filler death sounds and a sound for walking through a hallway. We are going to need to get a voice actor for the main character, and after hearing me and Howie, the choice would obviously be Howie.
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