Monday, April 25, 2011

Project 4: SWF File

When you first load the animation, it will show all 11 of the whatchamacallits. but if it is left playing for a few seconds, 2 of the whatchamacallits leave the window and don't come back. They are a alien face and a bear.
I used 5 programmed animations(2 of these leave at the beginning), 2 frame by frames, 2 motion tweens, and 2 classic tweens.

Project 4: SWF File

https://sites.google.com/a/sou.edu/clevelanm/swf-files/ProgramAnimation00.swf?attredirects=0

Saturday, April 23, 2011

Project 4: Reflective Essay

Matthew Sean Cleveland

DMF 203

Project 4: Reflective Essay

Throughout my life there have been numerous satisfying “interactive” experiences, but nothing compares to meeting my girlfriend, the best tennis match played, and getting hired at a creditable firm. I determined these as satisfying, because I can’t stop thinking about them as a meaningful achievement in my life. They are things that have formed me into who I am. They have brought out my true nature and showed my hard. Nothing compares to these great achievements. I have an indefinite amount of things in my life that I am thankful for, but for what is a truly satisfying experience, I have a bunch.

I will start off with least important, the best tennis match I have ever played. It happened my senior year of high school during the tennis season we were at districts tennis tournament, the tournament to decide who goes to state. I was in a bracket with around 4 other number 1 singles players. The first two matches went by easily. I even let them win a couple points. The next match was the one get me to state, and it was against the number 1 of Marshfield, Oregon. We had previously played earlier in the season, and I lost 6-1, 6-2, straight sets. He had to beaten a guy from Thurston who was seated 3 and also, lost before in 2 different matches, one would have gotten me to state last year. I was already tired from the previous matches and not thinking to highly of myself. The very first set I won easily, 6-2. I took a bathroom break and couldn’t stop high fiving myself because the win was near, yet I was skeptical. The second set however, he easily won 4 games right off the bat. During a switchover, I remember telling him how much it sucks to work your whole life to not have any reward, but I don’t think he heard me. Throughout that set I showed signs of me giving up by immature acts. Nothing I am proud of. The second set ended, 4-6. I was able to pull out a couple games. The next and final set was full blown war, we both pulled everything out. The points seemed endless. We played our hardest, winning only on our serves. I even did a between the legs. Every game I thought, how did I get this far and how will I continue. Every point won felt heroic, while every point lost felt tragic. After I broke (won) his serve, all stress stopped even though it wasn’t over. I only had to win one more game to win the match. The crowd watching our match was enormous. We were the last match and since it was at Thurston, most people weren’t rooting for me. I aced him the first point and the crowd erupted and cheers. The next couple points that finalized my victory were effortless, since he knew the inevitable. After the match, I couldn’t stop being in my joyous moment, yet, felt sympathy for my opponent. He was nice and respectful and a freshmen and had 3 more years to complete what I had to complete. After 10 years of learning tennis, my hard work paid off.

The second best experience and less descriptive is my first creditable job. On the Monday night after my high school graduation, my dad asked if I wanted a job. I didn’t have a job that I wanted to do, since I was working at SOU in their mail room and didn’t respect how easy it was. So, of course I said yes. The next 4 months until school started, I worked at my dad’s engineering firm as the clerical assistant. Worked from 8am till 5pm with minimum breaks and constant work with the best coworkers I could ever work with. I sorted files, ran errands, did yard work, helped clean up and whatever else they asked me to do. Every once in a while I will continue that same job, whenever they need help. That job has helped me get my internship at a IT firm working for the Rogue Valley Manor and has helped get me some creditability as a individual. Just knowing that I have been through a truly hard working job, makes me know that I have the ability to succeed in life.

The best experience in my life is meeting my girlfriend, Morgan. I first met her in October, 2009 while going to lunch with a friend. We were only introduced, but nothing much. The next time was while I was doing chemistry homework in the chemistry hall. She sat right next to me, and we kicked it off right away chatting about anything and everything. I thought she was not interested in me until the next march when we spend numerous days together. I didn’t ask her out, just accidently said I loved her and she admitted she felt the same way. Since then, we have dated for over a year and it has been the best year of my life. I know there will be many years to come.

All of these experiences will add to my designs of interactive media. I don’t know how exactly, but everything adds a certain element that makes it more perfected and enjoyable. These experiences differ because they show something different of myself, by determination, hard work, and love. Besides getting to know Morgan and going through the stress of not knowing who to act like to get Morgan to like me (conscious), the tennis match and my job were animal instincts (subconscious). I knew what to do in the situation and what to do to achieve the goal at hand.

Saturday, April 16, 2011

Some video games that I have been interested in.

Mass Effect 3 - Xbox 360 - Dec 30, 2011
READ Aprils Game Informer!

Gears of War 3 - Xbox 360 - Sept 20, 2011
It would be out now if they didn't push it back....

Saints Row 3 - Xbox 360 - Dec 31, 2011
I liked it's predecessors.

Diabl0 3 - PC - Dec 31, 2011
Never will come out....

Dead Island - Xbox 360 - Aug 1, 2011
The trailer is pretty cool.
Here is literal trailer:
http://www.youtube.com/watch?v=YQ5c9BzohM4

Stronghold 3 - PC - Aug 1, 2011
Only have heard of it.

DMF 3 Project 3 Reflective Essay

Matthew Cleveland

DMF 203

Tester! No, Designer.

Tell you the truth. I can’t decide between being a video game tester or a video game designer. It was easy to throw out all the other video game development roles, because I am not very artsy, level design seems to focused, not much for distinguishing sounds and programming can be a pain sometimes. They are both what I have always wanted to do, ever since I knew what video game were. One of my favorite things to do with music, movies, and video games, is to critique, but that is mostly designing, because you critique it your idea that will make the video game good enough. But I guess I will probably enjoy video game designer more than a tester, since video game testers only play the game and look for glitches.

I play tons of video games, from almost all genres and will know what they did wrong to give them a worse rating than what they could have had. That is why I would enjoy the opportunity to be a video game designer, because I could design a game how I want. I could be some of the brains in what made the game, the game. If there is not a good selection of characters, I would design more! If there is a short campaign, I would make it longer! If there is no offline multiplayer, I would design it! There is no reason why a game should be 4 out of 5 stars. It is the designer’s fault if so.

I would love to be the guy that makes sure that the potential clients don’t have the dilemma of wanting to play a game, but hears of it getting bad rating and they don’t know if they should spend the money. I want to be the guy that designs a game that everyone talks about and gives every gamer that need for playing the game.

Wednesday, April 13, 2011

Project 3: ProgramCollage

package
{
import flash.display.MovieClip;
import flash.events.MouseEvent;

public class Collage extends MovieClip
{
var b1:MovieClip;
var s1:MovieClip;
var l1:MovieClip;
var l2:MovieClip;
var l3:MovieClip;
var s3:MovieClip;
var s4:MovieClip;
var s5:MovieClip;
var s6:MovieClip;
var s7:MovieClip;
var s8:MovieClip;
var s9:MovieClip;
var s10:MovieClip;
var s11:MovieClip;
var s12:MovieClip;
var s13:MovieClip;
var s14:MovieClip;
var s15:MovieClip;
var s16:MovieClip;
var s17:MovieClip;

public function Collage()
{
// constructor code
trace("Hello Face!");
trace("Go Away Face!");

b1 = new Building;
s1 = new SpaceShipcopy;
l1 = new LaserBlast;
l2 = new LaserBlast1;
l3 = new LaserBlast2;
s3 = new Rogercopy;
s4 = new Rogercopy;
s5 = new Rogercopy;
s6 = new Rogercopy;
s7 = new Rogercopy;
s8 = new Rogercopy;
s9 = new Rogercopy;
s10 = new Rogercopy;
s11 = new Rogercopy;
s12 = new Rogercopy;
s13 = new Rogercopy;
s14 = new Rogercopy;
s15 = new Rogercopy;
s16 = new Rogercopy;
s17 = new Rogercopy;


addChild(b1);
addChild(s1);
addChild(l3);
addChild(s3);
addChild(s4);
addChild(s5);
addChild(s6);
addChild(s7);
addChild(s8);
addChild(s9);
addChild(s10);
addChild(s11);
addChild(s12);
addChild(s13);
addChild(s14);
addChild(s15);
addChild(s16);
addChild(s17);


s1.x = 70;
s1.y = 50;
s1.scaleX = .5;
s1.scaleY = .5;

l1.x = 130;
l1.y = 50;
l1.rotation = 30;

l2.x = 130;
l2.y = 50;
l2.rotation = 30;

l3.x = 130;
l3.y = 50;
l3.rotation = 30;

s3.x = 70;
s3.y = 100;
s3.scaleX = .2;
s3.scaleY = .2;

s4.x = 50;
s4.y = 160;
s4.scaleX = .2;
s4.scaleY = .2;

s5.x = 80;
s5.y = 160;
s5.scaleX = .2;
s5.scaleY = .2;

s6.x = 40;
s6.y = 220;
s6.scaleX = .2;
s6.scaleY = .2;

s7.x = 70;
s7.y = 220;
s7.scaleX = .2;
s7.scaleY = .2;

s8.x = 100;
s8.y = 220;
s8.scaleX = .2;
s8.scaleY = .2;

s9.x = 30;
s9.y = 290;
s9.scaleX = .2;
s9.scaleY = .2;

s10.x = 60;
s10.y = 290;
s10.scaleX = .2;
s10.scaleY = .2;

s11.x = 90;
s11.y = 290;
s11.scaleX = .2;
s11.scaleY = .2;

s12.x = 120;
s12.y = 290;
s12.scaleX = .2;
s12.scaleY = .2;

s13.x = 20;
s13.y = 350;
s13.scaleX = .2;
s13.scaleY = .2;

s14.x = 50;
s14.y = 350;
s14.scaleX = .2;
s14.scaleY = .2;

s15.x = 80;
s15.y = 350;
s15.scaleX = .2;
s15.scaleY = .2;

s16.x = 110;
s16.y = 350;
s16.scaleX = .2;
s16.scaleY = .2;

s17.x = 140;
s17.y = 350;
s17.scaleX = .2;
s17.scaleY = .2;

b1.x = 300;
b1.y = 80;
b1.scaleX = 1;
b1.scaleY = 1;

}


}

}

Sunday, April 10, 2011

Project 2: Reflective Essay

Matthew Sean Cleveland

Project 2: Reflective Essay

Master of Play

I am kind of selling myself short, but I wouldn’t consider myself as much of a mastermind as Shigeru Miyamoto is. Mostly because of why he is famous (a.k.a. Mario). He had his adventurous upbringing, but up until I was introduced to games (around five years old) was adventurous, but after that, not so much. I remember riding bikes along our neighborhood’s dirt road looking for unexplored locations. Having that imagination that turned everything into anything I wanted. Next to the dirt road is four really old trees that are clustered together that were used as my brother, friends, and I’s clubhouse, but now it doesn’t seem like it could fit me now. Even after being introduced to the Super Nintendo and Shigeru’s best, Super Mario World, I still did a little adventuring. Even now, I try to, but have broadened my places of wonder with the entire city of Ashland. But I don’t know if I would want to create games that are kind of autobiographical, like loving dogs and Nintendogs, gardens and Pikmin, or house arrangement and The Sims. Even though the most loved games are simple, I don’t know if I can think that way.

Ever since starting my junior year of college, I have had mini panic attacks (not serious) about what will happen to me after college? Will I get employed? Will I make enough? So on and so forth. But just reading about Shigeru’s exploits and he was in almost worst case as I am, but I don’t know because then was a different time. Knowing Shigeru turned from an art major with no idea where to go into the “God of Video Games”, shows no bounds to what you can accomplish.

Shigeru has created those games that anybody can enjoy. And enjoy is an understatement. There are few games that are within that range of not being a puzzle (Tetris) or not being bloody gory violently (Resident Evil), which have not been made by Nintendo or developed by Shigeru. Shigeru can either be said as having the weirdest mind or being a mastermind. What does plumbers, mushrooms, turtles, princesses and flowers have in common? Well before Mario, they didn’t have anything in common. Shigeru made them one and made that plumber popular and the most memorable video game character ever.

When the author of the article describes his experience at Nintendo headquarters, I wonder how he got so lucky (well I know why). To be in a great country like Japan, to be at one of the most prestigious video game companies, and especially to be in front of the “God” of video games, is just unimaginable at the least.

Shigeru Miyamoto is known as the “God” of video games for more reasons than just putting Nintendo on the map, but more of his character, his efforts, and his respect for everyone. You don’t see him in the media much for a reason, because he is out there developing new games and inspiring new games for families to enjoy for a lifetime.

Sunday, April 3, 2011

DMF 203 Project 1: Reflective Essay

Tennis

Since I was young lad (8 years old to be exact), I always was intrigue by tennis. Tennis was the sport to change my life for the better. It gave me the opportunity to grab something and make it my own, to distinguish myself from every other kid. The game itself is entertaining because to thrill and the constant movement, and imagining intense music playing in the background and being the center of attention (yes, selfish). One of my biggest reasons for playing tennis is being solo. There is doubles, but it isn’t as bad as soccer, baseball, basketball, or football. I like determining my own results in a tennis match. That is why I prefer singles than doubles, because I don’t want my hard work to be cut short by my doubles partner or me to ruin the match for my partner. The game has improved my physical capabilities because of the constant exercise. It has enhanced my mentality because itself is a mental game and proves hard work pays off.

Every time the ball hits your racquet and lands in, you feel a huge sigh of relief, but when your opponent returns the ball, the rush comes back until you are positive you make that ball back in. It is a constant game that tennis plays with your heart. More relief happens when you when a point, but the pressure continues when you realize you have much more to go. The sweat adds coolness and an annoyance as if trying to distract you from your objective. You can’t smell because your nose is either too dry or too moist because it is runny. You taste nothing but saliva until you run out of water and have to dare the dryness of throat. All you can hear is your heart beating and the faint crowd’s noises in between points. The only thing that keeps you going is the words of encouragement and knowing how much effort you gave to get that far. Knowing that you have to test your ability so much mentality and physical, makes the game entirely more exciting and fun.

Before each point, you always comprehend if you have enough skill to win the next point. But once the point starts, you don’t even notice making any movement. Every step seems effortless. You barely feel your arm moving the tennis racquet to smash the ball. It feels so easy besides the waiting to do it.

I really don’t know how this experience will contribute to my design. I am assuming the design is of a video game. I guess tennis will help me find the competition in a game and help me identify certain traits that will add to the entertainment value of the game.