Posted by Dean Carlson
Apr
27
2009
After a recent all nighter, I got a lot of stuff done for the NDS version of MazeMania.
| Intro Screen |
 |
- The Intro screen with a multitude of options
|
| Level |
 |
- Here is an example of a level. Special thanks to Kevin for helping me write all of them
- The level is read in from a file and sprites are rendered accordingly (see previous post for my frustration with this)
- Programed collision detection detects if you are hitting a wall and/or the finish and acts accordingly
|
| Death areas and Walls |
 |
- Added death area’s (skull and crossbones), where if the user comes in contact with it, they lose a life and have to start over
- Also, added walls (red square in the middle of the maze), where if the user comes in contact with it, they will not be able to move until the wall moves
- Both items “blink” so that the user can get by. I do that by moving the sprites off of the screen at different intervals then moving them back to their original positions.
|
| Question round |
 |
- Being that the corse is called “Educational Gaming,” there needed to be some educational element to the game. This is where the Question round comes in.
- I chose to do grammar preparation for the SAT for a couple of reasons
- First being that I struggled with this when I was taking the SATs. So, I figured I would help someone out
- Second is that a lot of people don’t feel they can prepare for the SAT. This is untrue, and if they can have fun while doing it they might be more inclined to do it.
|
| Game Over |
 |
- Once the player runs out of lives, they will be shown this simple Game Over screen
- They are given the option to restart or to view the credits. I may remove these options and force the user to view the credits in the future
|
| Credits |
 |
- After the user finishes the game, either by losing all of their lives or beating all of the levels, they will be brought to this credits screen
|