Game 17 Agustus Berbentuk Arcade

Yulistina, Marni Eka (2014) Game 17 Agustus Berbentuk Arcade. Other thesis, Universitas Komputer Indonesia.

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Abstract

Game Arcade lebih dikenal dengan sebutan ding-dong. Ciri-ciri game arcade adalah mempunyai level yang singkat, kontrol yang mudah, serta tingkat kesulitan yang bertambah dengan cepat. Game seperti ini membutuhkan waktu belajar yang relatif singkat. Salah satu cara untuk memperingati hari kemerdekaan adalah dengan mengadakan perlombaan permainan. Tetapi saat ini sudah sedikit masyarakat yang ikut serta dalam perlombaan ketika hari kemerdekaan tiba dan dari hasil kuisioner yang telah disebarkan kepada anak-anak di SDN Cimahi Mandiri 2 bahwa anak-anak lebih senang bermain video game daripada ikut serta dalam perlombaan yang ada. Dalam pembangunan game 17 Agustus berbentuk Arcade ini menggunakan tools Construct 2 dan pembangunan karakternya dengan Adobe Illustrator. Pengembangan game ini menggunakan analisis pemograman object oriented programming. Algoritma yang diterapkan untuk NPC adalah Finte State Machine untuk pergerakan langkah pada permainan balap karung dan balap kelereng sedangkan Fuzzy Logic untuk pergerakan langkah pada permainan tarik tambang. Pengujian yang dilakukan menggunakan dua metode yaitu whitebox dan blackbox. Berdasarkan analisis dan hasil uji alpha beta yang mengacu pada tujuan dapat diambil kesilmpulan bahwa pembangunan game 17 Agustus berbentuk Arcade yang sudah dapat mewakili permainan 17 Agustus yang bisa maupun tidak bisa diikuti anak-anak dan sudah memiliki tampilan yang baik serta menarik.

Arcade game better known as ding-dong. The characteristics of the arcade game is to have the level of short, easy control, as well as the difficulty level increases rapidly. Games like this require a relatively short learning time. One way to commemorate the independence of the game is to hold the race. But it's been a few people who took part in the race when the day arrives and the independence of the results of the questionnaire that was distributed to the children at SDN 2 Cimahi Independent that the kids would rather play video games than take part in the race there. In the August 17th game development is using Construct 2 as the tools and character development with Adobe Illustrator. The game development using object oriented programming as programming analysis. The algorithm that applied to NPC is Finite State Machine for step movement on Balap Karung and Balap Kelereng while Fuzzy Logic for step movement on Tarik Tambang. Tests were conducted using two methods: white box and black box. Based on the analysis of alpha and beta test results referring to goals that can be taken conclusion shaped building August 17th Arcade games that have been able to represent the game August 17th that could or could not follow the kids and already have a good look as well as attractive.

Item Type: Thesis (Other)
Additional Information: Migrasi dari GDL. Identifier: jbptunikompp-gdl-marniekayu-35657. Folder: S1-Final_Project / Fakultas_Teknik_dan_Ilmu_Komputer / Teknik_Informatika / 2014
Uncontrolled Keywords: Fuzzy Logic, Finite State Machine, Game, Arcade
Divisions: S1 Skripsi > Teknik Informatika
Depositing User: Robot Migration
Date Deposited: 05 Nov 2026 11:55
Last Modified: 05 Nov 2026 11:55
URI: https://elibrary.unikom.ac.id/id/eprint/45892

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