Art and Music (Fall 2025) - Module 10: Making Games

Added the office background and rearranged some sprites to better fit into the office

I have the very core gameplay as of now. I need to add a shop and different areas with different luck and more probabilities for each gem. That’s when I’ll call it “finished” and in its early state.

update 11/24

  • still working on sprite fixes
  • planning on adding a timer? maybe catch as many fish as possible within a time limit and without losing all your lives.
  • only minor fixes left

link

I followed the instruction manual for the drawing app and made some slight changes to make it more of a paint by numbers, so the process goes in phases: draw, then fill. You can only draw in phase 1 and fill phase 2, then you can say done and display your image

Update 11/30:

Implemented platform spawning by generating multiple platforms at evenly spaced Y-levels using a gap value. Each platform clone chooses a random X-position when it’s created, which spreads them across the stage. I also started setting up the scrolling system so the player stays centered while the world moves downward. I’m still having issues with the player sprite jumping through platforms, even when I change the conditional.

This new version has the following updates:
right, left arrow keys toggle phases
Now click to fill in phase 2

up, down arrows change pen size

press enter in phase 2 to change palette

Implemented camera system by messing around with cloning. Just the implementation of the antagonists left before the functionality of the game is finished. Planning to add sound effects in the near future.

link

update: the mechanics of both my “practice mode” and “performance mode” are complete, where I build a schedule of notes and durations from any given melody and can now run the game through that timeline. what’s left is the UI/aesthetics of the actual game like creating a piano, selecting a mode (and maybe motif) and falling blocks, etc but this shouldn’t be too hard.

Update 12/1: Finished mechanics of the second mini game. Next I would like the change how the variables look in the corner. For the last mini game I started working on a memory game where you have to take orders for different flavors of apple cider. Then I just have to combine the scores from all three games.

update 12/1

  • added text costumes

Next step is finding little things to polish.

latest version: fixed boundary issue for jet’s maneuver. Added score feature but not working yet.

Updated Features

  • Added arrow key compatibility
  • Made TuneScope initialization seamless
  • Removed residual falling notes after game completion
  • Increased player movement speed

Updated Game: Falling Notes

I’ve been trying to make a doodle jump sort of game but I am struggling with the cupcake going through the platform. When i change the “touching” setting to touching top of platform, the cupcake falls through. But when it is just “touching” platform, it bounces through it. Does anyone have any ideas on how to fix this?

update: I have now implemented the piano itself and a way to highlight our goal notes so the listener knows what to press. to run, we can attach one or the other of each mode in the Sprite(2) scripts with any motif or melody, then click the green flag. all that’s left is implementing blocks falling or some other indicator that should give the player a better idea of when to time key presses, which I can plan to put together by Friday or Monday.

implemented my first antagonist called Righty. Currently have it moving from cam to cam in semi-randomized way with its position stored as a variable that is displayed for debugging. Also retuned battery decay because it was way too harsh and began testing with a real hour length (60 seconds instead of 4 seconds). Next steps would be to add Lefty as my last antagonist in a similar manner but with a different decision tree for more variety in gameplay, add more indicators for when either one is threatening to cause a game over, and adding sound effects.

link

implemented second antagonist and added a brief how to play guide that doesn’t fully reveal exactly what needs to be done to win so the player has to somewhat learn the antagonist’s behaviors to win.

link

Final update for my game project! Snap! Build Your Own Blocks

There are now 3 mini games, a home page, and a final score page. If I were to continue working on this I would add more customers to the memory game, but for now you are able to play all 3 games and the win/loss condition is based on the scores from all games.

update 12/8

exceeded the 10MB save limit, so the only changes were stretching the instructions and “game over” card to cover the screen. Game is complete!