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Showing posts from 2018
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Auto-Bio About Me Figure 1: Itsa me, Réjean! My name is Réjean Lagasse (figure 1). I am originally from Winnipeg Manitoba, but have lived all across Canada and abroad. I spend my free time reading, writing, playing and composing music, but most of all playing videogames. Why I’m here In short, I'm here because of Capcom . I remember spending hours as a child trying to beat the final boss in Megaman X. After a grueling struggle the boss lost the last of his health bar, dropped his laser sword, and turned into an even more difficult robot-dragon. I was frustrated, disheartened, and most of all overjoyed that there was more game to play. I eventually defeated my Draconic-Robo nemesis, but I never forgot that m oment, and I never stopped looking for new ways to play. Figure 3.  While the 60m tall Buddha is impressive, most  people just come for the Tonkotsu ramen. What I’ve done   I hold a bachelor of arts in English from Memorial University of Newfoundland
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Frogger Remake Post-Mortem Last year, I completed my first game for a programming class. It was a remake of Frogger made using SDL libraries in C++. So, today I am going to go over a few aspects of that project, and talk about what I did well, and what I've learned in the past year that would have improved the code. Design I implemented several features of the original Frogger, but due to time limitations I did have to cut a few features. A major change I made was the end-state to a level. The original game (see figure 1) has the goal being collecting 5 lily pads to complete a level. As you can see, my game does not have lily pads, and a new level begins when you reach the top of the stage. Figure 1. Source: Methodshop, 2008 A comparison between my game (left) and the original Frogger(right) I thought that this would be apparent to players, but while the original Frogger’s goal is easily grasped, players had more trouble with my remake. People who were unfamilia