need this in C programming gba game

This is the project details

Using NetBeans

Create a new project that will represent your final, name is something like "FirstLast_FinalProject" (e.g. AaronYip_FinalProject). From now on you will be submitting versions of this project to T-Square.

Your project will be in mode 0 (if you wish to use Mode 4 to render cutscenes, see specifics below).

Part 1: Create a state based system to control your game flow.

This will be almost identical to the states lab. You must have at least the following states.

* Splash/Menu (goes to Game State)

* Game (goes to Pause and Finish States)

* Pause (goes to Game state, and lets you restart)

* Finish (goes back to Splash; win/lose/whatever is appropriate)

Feel free to have additional states to help facilitate your game. (e.g. Instruction State, Intro cutscene) Once you have your states in place, create a way to transition between them. On each screen display a different tiled background. You can use place holder images for the time being or start working on the backgrounds that you will actually be using in your game.

Part 2: In the game state, implement your core gameplay with sprites.

For example, if you were making Mario, we would expect to be able to *at least* have control over the player, gravity, and platforms to jump on. If you are making Galaga, you are expected to have *at least* movement, shooting, and enemies. If you want to narrate an interactive story with text, you need to have text examples implemented through tiles or sprites. If you want to have an interactive short, you need to have at least 10-20 seconds of something using animated sprites moving over a tiled background.

At the top of your main.c file, write a comment block describing the gameplay that you are aspiring towards, and what you current have implemented.

Using the Mario example,


I am making a game where the player

has to reach the goal line at the end of

a long scrolling map.

Eventually, I will have enemies that will

kill the player, but right now, you can

only run, jump, and fall off the bottom

of the screen.

Currently, the backgrounds remain in

a fixed location and do not scroll.


The majority of your game state must be in Mode 0. You may have temporary cutscenes, images, etc rendered in Mode 4 to make your game more polished and potentially score extra credit points, but Mode 0 is what we will be grading your technical requirements on. If you are doing an animation-focused project, create it procedurally in Mode 0.

Below are the final technical requirements you should be keeping in mind for your final product.

- At least 2 Sprites, animated

- Use of multiple backgrounds (2 simultaneous tiled backgrounds) or extra large background (larger than 512x512 pixels, only 240x160 section visible at any time)

- Win/Lose states (as applicable) but there must be at least one

- Splash screen with menu and instructions

- Ability to pause the game

- At least 2 sounds that can play at the same time, with one sound looping

- Cheat to make the game easier (not just to skip to the win state)

- Bug Free Gameplay

Great website about GBA

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Example from previous years:

[url removed, login to view]

[url removed, login to view]

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[url removed, login to view]

I've also attached useful things we did in class

[url removed, login to view]

Compétences : Modélisation 3D, Adobe Flash, Programmation C, Consoles de Jeux, Design de jeux

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Concernant l'employeur :
( 359 commentaires ) Mutrah, Oman

Nº du projet : #2573967

3 freelance font une offre moyenne de $77 pour ce travail


Nice Job. Thanks.

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Hi..need talk with you real time chat

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Custom software development: w w w . The Administrator removed this message for containing contact details which breaches our Terms of Service . i o

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