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SIS. Sonic In Space. In this presentation. Production process problems Contributions of each team member Demo. Production process Design setback. Not enough time spent on design Not all the code was object-oriented. Solution. Create a new design
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SIS Sonic In Space
In thispresentation • Productionprocess • problems • Contributions of each team member • Demo
ProductionprocessDesign setback • Notenough time spenton design • Not all the code was object-oriented
Solution • Create a new design • Start coding based on the new design
Problem • Implementing an embedded custom font, we ran into MemoryAccessViolation exceptions.
Solution • After removing the unmanaged code and placing the font outside of the solution, everything worked fine.
Problem • When we added more then 5 enemies, and animatedthem, the frameratedropped to 16 frames per second
Solution • Remove all unnecessary code • Change size of sprites
Contributions • Alexandru • Daan • Gerben • Ronald • Tomek
Alexandru • Sprites • Levels • backgrounds • BoundaryDetection • Gravity
Daan • Team leader stuff • All menus • All splashscreens • Design
Gerben • Level editor • Collision detection • Highscores • Load/save game • Parser • Levels
Ronald • ParallaxBackgrounds • Animation of the Sprites • Levels • Killing of the enemies • Sounds • Movement of the Playable Character • Movement of the Boss (AI Pursuit)
Tomek • Multiple keys pressed • Boundary detection • Random generation of gadgets and enemies • Gravity • Move enemy • Attack
Demonstration • Release mode • Debug mode
KARO Engine
In thispresentation • Production process • Game Board • Engine • UKI Protocol • Threading • Problems • Contributions of each team member
Game Board • Creation of game board • Piece movement • Tile movement
Engine • Evaluation function • MiniMax • Alpha-beta pruning • Transposition table • Zobrist hashing • Move ordering • Killer heuristic
UKI protocol • UKI2 • Error forgiving
Threading • Almost, but not
Problems • Game tree • Memory leak • Protocol not working properly
Contributions • Alpha-beta pruning (Tomek, Alex, Gerben) • Evaluation function (Tomek, Ronald) • Killer heuristic (Tomek) • Move ordering (Tomek) • Transposition table (Tomek, Alex) • Zobrist hashing (Tomek, Alex) • UKI protocol (Daan) • Move pieces (Gerben, Ronald,Tomek) • Move tiles (Gerben, Ronald) • Check for winner (Gerben, Alex)
KARO GUI
In thispresentation • Productionprocess • problems • Contributions of each team member • Demo
Problems • Boundingboxes • Communication with executable • Camera rotation
Contributions • Mouse support (Gerben) • UKI protocol (Daan) • 3D room (Ronald)
Demo • Player – Computer • Player - Player