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Today's Document
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@jeandsmith
Cute pencil drawing of Ephemera by KH13.com′s Organization member XV!
Awsome KHX Ephemera drawing
Game enemy tank.
Zirca Project
Github Link:
Project Repository
Itch.io Link:
Zirca
Project Experience:
Inspirations:
We got inspiration for the game from the game named Super Hot and a few others. We wanted to create a simple plat-former video game that would have use of the main mechanics Super Hot.
What Have Been Done:
The main character and enemy have been created. Most of the code for collision detention, movement and attack has also been completed with some minor problems where the movement of the player is not as responsive as it needs to be.
Problems:
This is a big project and one that have never done before on Unity. Aside from learning the Unity interface for animation and animator, I also had to learn a wealth of information in order to code the main features of the game. Inheritance is by far one of the most confusing subject about C#. The game is a monster to code but
Future Iterations:
Regardless of the problems I have enjoyed working on the game, I had a lot of fun working on it. I would like to continue working on it in order to finish it as a fun project or sell it if able.
Block Breaker Prototype 2
Spawning Animations for the Time Shadows
Started working on animations for the enemy on the current game I have started working on. Zirca’s Time Shift. This is going to be a fun project to work on.
Assignment 6: Gladiator Arena V.2
LINK TO GITHUB FOLDER:
GitHub Folder
PROJECT IDEA:
I have wanted to enable the players the ability to instantiate clones of a cube when they clicked on a position on the screen and delete those objects after a specific time range.
WHAT I HAVE DONE:
I have implemented a RayCast system using Ray and RayHit function in order to obtain the specific X,Y,Z location of the mouse in relation to the main camera point of the game world. I hoped to use this system to instantiate prefabs using the mouse location.
PROBLEMS:
I cant seem to instantiate object clone unless i use an empty object to control where the object will appear.
Git Hub Assignment 5
Link To the project
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class TextController : MonoBehaviour {
public Text text; public string answer = “ ”; private enum STATES { CAVE_ENTRANCE, BROKEN_BRANCH, METAL_NAILS, CANS, DOOR_0, OPENED_DOOR, SURPRISE_BOX, DOOR_1, GET_KEY, OPEN_CHEST, TAKE_STAIRS, FIND_FOOD_STASH, DOOR_TO_OUTSIDE, METAL_BRANCH, ROPE, OPENED_DOOR_WITH_ROPE_ON_HAND }; private STATES currentState;
// Use this for initialization void Start() { currentState = STATES.CAVE_ENTRANCE; }
// Update is called once per frame void Update() { print(currentState); // Show the value of the variable on to the console. if (currentState == STATES.CAVE_ENTRANCE) { CaveEntrance(); } else if (currentState == STATES.BROKEN_BRANCH) { BrokenBranchState(); } else if (currentState == STATES.METAL_NAILS) { MetalNails(); } else if (currentState == STATES.DOOR_0) { LockedDoor(); } else if (currentState == STATES.CANS) { ViewCans(); } else if (currentState == STATES.OPENED_DOOR) { OpenedDoor(); } else if (currentState == STATES.SURPRISE_BOX) { SurpriseBox(); } else if (currentState == STATES.DOOR_1) { LockedDoor_1(); } else if (currentState == STATES.GET_KEY) { GetKey(); } else if (currentState == STATES.METAL_BRANCH) { MetalBranch(); } else if (currentState == STATES.OPENED_DOOR_WITH_ROPE_ON_HAND) { ClimbStairs(); } else if (currentState == STATES.DOOR_TO_OUTSIDE) { GoOutside(); }
} // The start of the game void CaveEntrance() { // Start the text of the game. text.text = “Wondering in the wilderness of a desolated jungle, searching for treasures ” + "You have entered a cave where you will pass the night. “ + "Within the cave, you will find a locked door, broken branches, ” + "metal nails spread on the floor and a few cans. “ + "Is up to you to open the door and find what lies within. \n\n” + "Press B: To View the Broken Branches, M: To View the Metal Nails \n" + "Press L: To View the Locked Door, C: To View the Cans on the Floor.\n" + "Press Y: To view the Mystery Box near the door.“ + "Press R: To go Return.”;
// Get the states of the game. if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.BROKEN_BRANCH; } else if (Input.GetKeyDown(KeyCode.M)) { currentState = STATES.METAL_NAILS; } else if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.DOOR_0; } else if (Input.GetKeyDown(KeyCode.C)) { currentState = STATES.CANS; } else if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.SURPRISE_BOX; }
} // The broken branches void BrokenBranchState() { text.text = “I guess this branch will be useful at some point. \n\n” + "Press R to Return.“;
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // The broken nails floor void MetalNails() { text.text = “This nails might be able to help you move to the next Room. \n” + "Hold on tight to them. \n\n” + "You may test this object against another other objects within the cave. “ + "press L to test against the door \n” + "Press B to test against the broken branches \n" + "Press R to Return";
if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.OPENED_DOOR; } else if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.METAL_BRANCH; } else if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // Metal combination of the branch and the nails. void MetalBranch() { text.text = “Wow!! That is a very smart combination you got there. ” + "I wonder what we could make out of this…. No ideas. “ + "Thats a shame… ” + "\n\n" + "Press R to Return.. You do know what R is? right?“;
// Go back if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // The locked door at the end of the cave void LockedDoor() { text.text = “The door is locked. I think there is a small thing in this cave ” + "you can use to open the door.“ + "Do you have something to open this door?” + "Y for yes / N for no” + "\n\n" + "Press R to Return.“; // Check if the player can go to the other room. if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.OPENED_DOOR; } else if (Input.GetKeyDown(KeyCode.N)) { text.text = “That’s a shame. Go back to the entrance and check for something ” + "to open this door. “ + ”\n\n” + "Press R to Return.“; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } } // View the cans on the floor void ViewCans() { text.text = “This can seem interesting but are not what we need right now. ” + "Save them just in case. “ + ”\n\n” + "Press R to Return.“;
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // Open the mystery box. void SurpriseBox() { text.text = “You have found a chest in the middle of this place. ” + "Would you open it or walk away? \n\n” + "O for Open / L to Leave.“;
// Check if the player wants to check the box or walk away. if (Input.GetKeyDown(KeyCode.O)) { text.text = “You have found nothing but dust within the dusty box.” + "Press R to Return.“; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; }
} else if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.CAVE_ENTRANCE; }
} //Opened Door // Continue here to the other rooms. void OpenedDoor() { text.text = "Congrats!! The door has been open” + "Pick where would you like to go now “ + ”\n\n” + "Press B to view the weird box near the door.“ + "Press F to go to the weird looking door at the end. ” + "Press S to take the broken stairs. “ + "Press R to Return to the cave entrance. ”;
// To the other rooms if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.SURPRISE_BOX; } else if (Input.GetKeyDown(KeyCode.S)) { currentState = STATES.TAKE_STAIRS; } else if (Input.GetKeyDown(KeyCode.F)) { currentState = STATES.DOOR_1; } else if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } //climb the stairs void ClimbStairs() { text.text = “ You have rope now. You can climb the stairs and get outside.” + "Climb now? or do you feel you want to search around for a bit more? “ + ”\n\n" + "G for Go Out / S for Stay.“ + "Press R to Return.”;
// Get out or not. if (Input.GetKeyDown(KeyCode.G)) { currentState = STATES.DOOR_TO_OUTSIDE; } else if (Input.GetKeyDown(KeyCode.S)) { text.text = “Well that is kind of stupid if I say so myself.But OK.” + "Press R to Return. “ + ”\n\n"; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } }
} // Try to take the stairs void TakeStairs() { text.text = “Look at this stairs man… They dusty and smashed to nothing but dust. ” + "find another way. “ + "Oh wait. There is a rope there.. Get it? ” + "Y / Yes , N/ No “ + ”\n\n" + "Press R to return.“;
// Get the rope if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.ROPE; } else if (Input.GetKeyDown(KeyCode.N)) { text.text = “Shame. We could use that for something. I don’t ” + "want to hold your hand but maybe we could use it to “ + "climb the stairs. Just a thought. ” + ”\n\n" + "Press R to Return.“; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } // Go Back if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; }
} //Pick up the ropes void GetRope() { text.text = “Nice rope. Save it. We could use it for something or get somewhere.” + ”\n\n" + "Press R to Return.“;
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR_WITH_ROPE_ON_HAND; } } void LockedDoor_1() { text.text = “This door has a vibe to it. Something weird is behind it. ” + "I think you need some type of black magic to enter this room.“ + ”\n\n” + "Press R to Return to the door";
// Go back to the door. if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } void GetKey() { text.text = “Oh look at that. A key in the middle of nowhere. I guess is in the middle of ” + "nowhere since there is nothing here….. “ + "bad joke i know..” + "Save it just in case. I guess you can use it on a door around here.“ + "Press R to Return.”;
// Go back to entrance if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } void GoOutside() { text.text = “Light…. OMG. Lighiiiit. lol ” + "Great going. You have finish the game. “ + ”\n\n" + "You can close the window"; } }
Game Design Document
https://www.dropbox.com/s/fo3ztkqwrx3bc9j/Text%20Adventure%20GDD.docx?dl=0
using UnityEngine; using System.Collections; using UnityEngine.UI;
public class TextController : MonoBehaviour {
public Text text; public string answer = " "; private enum STATES { CAVE_ENTRANCE, BROKEN_BRANCH, METAL_NAILS, CANS, DOOR_0, OPENED_DOOR, SURPRISE_BOX, DOOR_1, GET_KEY, OPEN_CHEST, TAKE_STAIRS, FIND_FOOD_STASH, DOOR_TO_OUTSIDE, METAL_BRANCH, ROPE, OPENED_DOOR_WITH_ROPE_ON_HAND }; private STATES currentState;
// Use this for initialization void Start() { currentState = STATES.CAVE_ENTRANCE; }
// Update is called once per frame void Update() { print(currentState); // Show the value of the variable on to the console. if (currentState == STATES.CAVE_ENTRANCE) { CaveEntrance(); } else if (currentState == STATES.BROKEN_BRANCH) { BrokenBranchState(); } else if (currentState == STATES.METAL_NAILS) { MetalNails(); } else if (currentState == STATES.DOOR_0) { LockedDoor(); } else if (currentState == STATES.CANS) { ViewCans(); } else if (currentState == STATES.OPENED_DOOR) { OpenedDoor(); } else if (currentState == STATES.SURPRISE_BOX) { SurpriseBox(); } else if (currentState == STATES.DOOR_1) { LockedDoor_1(); } else if (currentState == STATES.GET_KEY) { GetKey(); } else if (currentState == STATES.METAL_BRANCH) { MetalBranch(); } else if (currentState == STATES.OPENED_DOOR_WITH_ROPE_ON_HAND) { ClimbStairs(); } else if (currentState == STATES.DOOR_TO_OUTSIDE) { GoOutside(); }
} // The start of the game void CaveEntrance() { // Start the text of the game. text.text = "Wondering in the wilderness of a desolated jungle, searching for treasures " + "You have entered a cave where you will pass the night. " + "Within the cave, you will find a locked door, broken branches, " + "metal nails spread on the floor and a few cans. " + "Is up to you to open the door and find what lies within. \n\n" + "Press B: To View the Broken Branches, M: To View the Metal Nails \n" + "Press L: To View the Locked Door, C: To View the Cans on the Floor.\n" + "Press Y: To view the Mystery Box near the door." + "Press R: To go Return.";
// Get the states of the game. if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.BROKEN_BRANCH; } else if (Input.GetKeyDown(KeyCode.M)) { currentState = STATES.METAL_NAILS; } else if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.DOOR_0; } else if (Input.GetKeyDown(KeyCode.C)) { currentState = STATES.CANS; } else if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.SURPRISE_BOX; }
} // The broken branches void BrokenBranchState() { text.text = "I guess this branch will be useful at some point. \n\n" + "Press R to Return.";
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // The broken nails floor void MetalNails() { text.text = "This nails might be able to help you move to the next Room. \n" + "Hold on tight to them. \n\n" + "You may test this object against another other objects within the cave. " + "press L to test against the door \n" + "Press B to test against the broken branches \n" + "Press R to Return";
if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.OPENED_DOOR; } else if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.METAL_BRANCH; } else if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // Metal combination of the branch and the nails. void MetalBranch() { text.text = "Wow!! That is a very smart combination you got there. " + "I wonder what we could make out of this.... No ideas. " + "Thats a shame... " + "\n\n" + "Press R to Return.. You do know what R is? right?";
// Go back if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // The locked door at the end of the cave void LockedDoor() { text.text = "The door is locked. I think there is a small thing in this cave " + "you can use to open the door." + "Do you have something to open this door?" + "Y for yes / N for no" + "\n\n" + "Press R to Return."; // Check if the player can go to the other room. if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.OPENED_DOOR; } else if (Input.GetKeyDown(KeyCode.N)) { text.text = "That's a shame. Go back to the entrance and check for something " + "to open this door. " + "\n\n" + "Press R to Return."; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } } // View the cans on the floor void ViewCans() { text.text = "This can seem interesting but are not what we need right now. " + "Save them just in case. " + "\n\n" + "Press R to Return.";
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } // Open the mystery box. void SurpriseBox() { text.text = "You have found a chest in the middle of this place. " + "Would you open it or walk away? \n\n" + "O for Open / L to Leave.";
// Check if the player wants to check the box or walk away. if (Input.GetKeyDown(KeyCode.O)) { text.text = "You have found nothing but dust within the dusty box." + "Press R to Return."; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; }
} else if (Input.GetKeyDown(KeyCode.L)) { currentState = STATES.CAVE_ENTRANCE; }
} //Opened Door // Continue here to the other rooms. void OpenedDoor() { text.text = "Congrats!! The door has been open" + "Pick where would you like to go now " + "\n\n" + "Press B to view the weird box near the door." + "Press F to go to the weird looking door at the end. " + "Press S to take the broken stairs. " + "Press R to Return to the cave entrance. ";
// To the other rooms if (Input.GetKeyDown(KeyCode.B)) { currentState = STATES.SURPRISE_BOX; } else if (Input.GetKeyDown(KeyCode.S)) { currentState = STATES.TAKE_STAIRS; } else if (Input.GetKeyDown(KeyCode.F)) { currentState = STATES.DOOR_1; } else if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.CAVE_ENTRANCE; } } //climb the stairs void ClimbStairs() { text.text = " You have rope now. You can climb the stairs and get outside." + "Climb now? or do you feel you want to search around for a bit more? " + "\n\n" + "G for Go Out / S for Stay." + "Press R to Return.";
// Get out or not. if (Input.GetKeyDown(KeyCode.G)) { currentState = STATES.DOOR_TO_OUTSIDE; } else if (Input.GetKeyDown(KeyCode.S)) { text.text = "Well that is kind of stupid if I say so myself.But OK." + "Press R to Return. " + "\n\n"; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } }
} // Try to take the stairs void TakeStairs() { text.text = "Look at this stairs man... They dusty and smashed to nothing but dust. " + "find another way. " + "Oh wait. There is a rope there.. Get it? " + "Y / Yes , N/ No " + "\n\n" + "Press R to return.";
// Get the rope if (Input.GetKeyDown(KeyCode.Y)) { currentState = STATES.ROPE; } else if (Input.GetKeyDown(KeyCode.N)) { text.text = "Shame. We could use that for something. I don't " + "want to hold your hand but maybe we could use it to " + "climb the stairs. Just a thought. " + "\n\n" + "Press R to Return."; if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } // Go Back if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; }
} //Pick up the ropes void GetRope() { text.text = "Nice rope. Save it. We could use it for something or get somewhere." + "\n\n" + "Press R to Return.";
if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR_WITH_ROPE_ON_HAND; } } void LockedDoor_1() { text.text = "This door has a vibe to it. Something weird is behind it. " + "I think you need some type of black magic to enter this room." + "\n\n" + "Press R to Return to the door";
// Go back to the door. if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } void GetKey() { text.text = "Oh look at that. A key in the middle of nowhere. I guess is in the middle of " + "nowhere since there is nothing here..... " + "bad joke i know.." + "Save it just in case. I guess you can use it on a door around here." + "Press R to Return.";
// Go back to entrance if (Input.GetKeyDown(KeyCode.R)) { currentState = STATES.OPENED_DOOR; } } void GoOutside() { text.text = "Light.... OMG. Lighiiiit. lol " + "Great going. You have finish the game. " + "\n\n" + "You can close the window"; } }
Super Cat animation.
Paper 1:
It was a good experience to play games created before the date I was born. I was provided with some technical expertise and a type of a learning curve I would not otherwise learn from current date games.
As I played Space War, I found the game to be good, with a lot potential for its time. However, the lack of control given to me was limited to shooting and moving partially because of the sun gravitation mechanic implemented to give a realistic feeling. However, re-designed, the game, in my opinion, would be a hit.
On the other hand, Pong, just as Space wars, it lacked visual appeal. However, the game gave me as the player a sufficient amount of control over the bar in order to block my opponent’s move. I found this to be really fun. I found the game to be even better while playing the game with a friend and beating them reinforcing the reward of enjoyment.
I have learned though playing the games is that even back then, simple games like those were the milestones which set the limits of path video games could take.
This lead to what I have learned from Trigger Happy by Steven Poole. Games like space invader open a world of inspiration for developers looking to get into the field of video games. Antic games like this manage to spawn a huge library of what we know as a genre of video games. This is like rules that determine the game’s type to sort of say.
#jeandsmith
The Nature of Code
According to the article, computational code was created with the intention of communicating with computers. At the beginning, to my understanding, a code line was written on paper to communicate scripted messages, then passed to punching cards for huge computers to read. Our desire to communicate with computers without the need to learn machine code, code only based on binary numbers or 0's and 1's lead us to creating to what we now know as programming languages.
#jeandsmith
The Nature of Code
According to the article, computational code was created with the intention of communicating with computers. At the beginning, to my understanding, a code line was written on paper to communicate scripted messages, then passed to punching cards for huge computers to read. Our desire to communicate with computers without the need to learn machine code, code only based on binary numbers or 0's and 1's lead us to creating to what we now know as programming languages.
My first attempt at Batman. Added vampire twist to make it interesting.