PERNYATAAN
Dengan ini saya menyatakan bahwa dalam Tugas Akhir ini tidak terdapat karya yang pernah diajukan untuk memperoleh gelar kesarjanaan di perguruan tinggi lain, dan sepanjang pengetahuan saya tidak terdapat karya atau pendapat yang pernah ditulis atau diterbitkan oleh orang lain, kecuali yang secara tertulis diacu dalam naskah ini dan disebutkan pada daftar pustaka.
Denpasar, Juli 2015
Swastika Widya Mahasena
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KATA PENGANTAR
Puji dan syukur penulis panjatkan kehadapan Ida Sang Hyang Widhi Wasa/Tuhan Yang Maha Esa, karena atas Asung Kerta Wara Nugraha-Nya, penulis dapat menyelesaikan tugas akhir dengan judul “Rancang Bangun Game Berlatar Budaya Sapuh Leger Berbasis Android”. Selama pelaksanaan tugas akhir ini penulis mendapat banyak masukan dan bimbingan dari berbagai pihak. Untuk itu, penulis ingin mengucapkan rasa terima kasih kepada: 1.
Bapak Prof. Ir. Ngakan Putu Gede Suardana, MT.,Ph.D, selaku Dekan Fakultas Teknik universitas Udayana.
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Bapak Dr. Eng. I Putu Agung Bayupati, ST., MT, selaku Ketua Jurusan Teknologi Informasi Universitas Udayana.
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Bapak A.A. Kt. Agung Cahyawan Wiranatha, S.T., M.T., selaku dosen pembimbing I dan Bapak Gusti Made Arya Sasmita, S.T., M.T., selaku dosen pembimbing II yang telah banyak memberikan masukan dan bimbingan selama penyusunan tugas akhir ini.
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Bapak I Ketut Adi Purnawan, S.T., M.Eng, selaku dosen pembimbing akademik, yang telah memberikan bimbingan selama menempuh pendidikan di Jurusan Teknologi Informasi Fakultas Teknik Universitas Udayana.
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Kedua orang tua dan keluarga yang telah memberikan dukungan dan motivasi dalam pembuatan tugas akhir ini.
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Teman-teman seperjuangan dan segenap civitas di Jurusan Teknologi Informasi Universitas Udayana yang telah memberikan sumbangan ide, pemikiran dan dukungan dalam penyusunan tugas akhir ini. Penulis menyadari bahwa tugas akhir ini masih jauh dari sempurna. Akhir
kata penulis memohon maaf jika ada kesalahan dalam penulisan tugas akhir ini.
Denpasar, Juni 2015
Swastika Widya Mahasena
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ABSTRAK Wayang Sapuh Leger merupakan cerita lakon pewayangan Masyarakat Bali yang banyak mengandung makna tersirat di dalamnya. Masyarakat terutama kalangan remaja dewasa ini kurang begitu tertarik dengan cerita daerah, padahal cerita tersebut mampu membangun mental generasi muda ke arah yang lebih baik. Aplikasi game berbasis mobile merupakan salah satu media pengenalan cerita yang efektif karena user dapat menjalankan aplikasi dimana saja. Melalui fitur cerita yang dikemas di setiap stage dalam permainan serta karakter yang mengambarkan tokoh dari cerita Sapuh Leger menjadikan cerita tersebut menarik di masyarakat sehingga cerita ini dapat terjaga kelestariannya dan makna yang tersirat dalam cerita Sapuh Leger dapat tersampaikan kepada masyarakat sebagai user. Kata Kunci : Sapuh Leger, game, mobile, stage, user
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ABSTRACT
Wayang Sapuh Leger is a Balinese puppet play story which has many implied messages in it. People nowadays especially teenagers, are not interested in these kind of stories, even though these stories can direct the mental of our young generation to a better direction. A mobile-based gaming application is one of the media to introduce stories effectively, because the user can open the application anywhere. Through the feature of the stories packed in each stage of the game, and the character which portraits figures of the Sapuh Leger story makes the story more interesting so it can be preserved and the implied messages from the Leger Sapuh story can be spread to the public as a user. Keywords: Sapuh Leger, game, mobile, stage, user
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DAFTAR ISI HALAMAN JUDUL ............................................................................................ i LEMBAR PERNYATAAN ................................................................................ ii LEMBAR PENGESAHAN TUGAS AKHIR .................................................. iii LEMBAR BERITA ACARA TUGAS AKHIR ............................................... iv KATA PENGANTAR ......................................................................................... v ABSTRAK .......................................................................................................... vi DAFTAR ISI ..................................................................................................... viii DAFTAR GAMBAR ......................................................................................... xii DAFTAR TABEL ............................................................................................ xiv BAB I PENDAHULUAN .................................................................................... 1 1.1 Latar Belakang ............................................................................................ 1 1.2 Rumusan Masalah ....................................................................................... 2 1.3 Tujuan Penelitian ........................................................................................ 2 1.4 Manfaat Penelitian ...................................................................................... 2 1.5 Batasan Masalah.......................................................................................... 2 1.6 Sistematika Penulisan ................................................................................. 3 BAB II TINJAUAN PUSTAKA......................................................................... 4 2.1 State of the Art............................................................................................. 4 2.2 Cerita Lakon Wayang Sapuh Leger ............................................................ 4 2.3 Pengertian Game ......................................................................................... 5 2.4 Jenis-jenis Game ......................................................................................... 6 2.4.1 Aksi ...................................................................................................... 6 2.4.2 Aksi Petualangan.................................................................................. 6 2.4.3 Simulasi, Konstruksi dan Manajemen ................................................. 7 2.4.4 Role Playing Games (RPG) ................................................................. 7 2.4.5 Strategi ................................................................................................. 7 2.4.6 Balapan ................................................................................................ 7 2.4.7 Olahraga ............................................................................................... 7 2.4.8 Puzzle ................................................................................................... 8
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2.4.9 Permainan Kata .................................................................................... 8 2.5 Elemen Multimedia ..................................................................................... 8 2.5.1 Teks ...................................................................................................... 8 2.5.2 Suara..................................................................................................... 8 2.5.3 Gambar ................................................................................................. 9 2.5.4 Video .................................................................................................. 10 2.5.5 Animasi .............................................................................................. 10 2.5.6 Aplikasi Multimedia........................................................................... 10 2.6 Android ..................................................................................................... 10 2.7 Corona SDK (Software Development Kit) ................................................ 11 2.7.1 Kelebihan Menggunakan Corona SDK.............................................. 12 2.7.2 Kekurangan Menggunakan Corona SDK........................................... 13 2.8 Notepad ++ ................................................................................................ 13 2.9 Lua ............................................................................................................ 14 2.9.1 Kelebihan Bahasa Pemrograman Lua ................................................ 15 2.9.2 Kekurangan Bahasa Pemrograman Lua ............................................. 16 2.10 Adobe Flash ............................................................................................ 17 2.11 Spriteloq .................................................................................................. 18 2.12 Adobe Photoshop .................................................................................... 18 2.13 Game Engine ........................................................................................... 18 2.14 Elemen Dasar Game................................................................................ 19 BAB III METODE DAN PERANCANGAN SISTEM .................................. 20 3.1 Waktu dan Tempat Pelaksanaan ............................................................... 20 3.2 Alur Penelitian .......................................................................................... 20 3.3 Gambaran Umum Aplikasi ....................................................................... 22 3.3.1 Perancangan Karakter dan Icon ........................................................ 22 3.3.2 Use Case Diagram ........................................................................... 24 3.3.3 Use Case Specification..................................................................... 24 3.3.4 Alur Program.................................................................................... 27 3.3.5 Pembuatan Game ............................................................................. 29 3.4 Jadwal Penelitian...................................................................................... 34
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BAB IV HASIL DAN PEMBAHASAN ........................................................... 35 4.1 Hasil Perancangan ................................................................................... 35 4.1.1 Splash Screen ................................................................................... 36 4.1.2 Scene Loading Menu ....................................................................... 36 4.1.3 Scene Menu Utama .......................................................................... 37 4.1.4 Scene Menu Stage ............................................................................ 38 4.1.5 Scene Cerita ..................................................................................... 39 4.1.6 Scene Highscore ............................................................................... 42 4.1.7 Scene Tentang................................................................................... 43 4.1.8 Scene Info Stage ............................................................................... 44 4.1.9 Scene Cerita Stage ............................................................................ 45 4.1.10 Scene Tutorial.................................................................................. 46 4.1.11 Scene Loading Stage ....................................................................... 46 4.1.12 Scene Gameplay Stage 1 ................................................................ 47 4.1.13 Scene Gameplay Stage 2 ................................................................ 49 4.1.14 Scene Gameplay Stage 3 ................................................................ 49 4.1.15 Scene Gameplay Bonus Stage ........................................................ 50 4.1.16 Scene Gameover ............................................................................. 51 4.1.17 Scene Stage Berhasil ...................................................................... 52 4.2 Uji Coba pada Device............................................................................... 53 4.2.1 Uji Coba Pada Samsung Galaxy Tab2 7.0 GT-P3100 ...................... 53 4.3 Analisa Sistem.......................................................................................... 56 4.3.1 Metode Pengambilan Data ............................................................... 56 4.3.2 Kriteria Variabel .............................................................................. 57 4.3.3 Penetapan Skor ................................................................................. 58 4.3.4 Perhitungan dan Penyajian Data ...................................................... 58 4.3.5 Aspek Grafis Game .......................................................................... 58 4.3.6 Aspek Rekayasa Perangkat Lunak ................................................... 60 4.3.7 Aspek Entertainment ........................................................................ 61 4.3.8 Aspek Content .................................................................................. 63 4.4 Kelebihan dan Kekurangan Sistem ......................................................... 64
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4.4.1 Kelebihan Sistem ............................................................................. 64 4.4.2 Kekurangan Sistem ......................................................................... 65 BAB V PENUTUP ............................................................................................. 66 5.1 Simpulan ................................................................................................... 66 5.2 Saran.......................................................................................................... 66 DAFTAR PUSTAKA ........................................................................................ 67
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DAFTAR GAMBAR
Gambar 2.1 Logo Android ................................................................................. 11 Gambar 2.2 Logo Corona SDK ......................................................................... 12 Gambar 2.3 Logo Lua........................................................................................ 14 Gambar 2.4 Logo Adobe Flash ......................................................................... 17 Gambar 2.5 Logo Spriteloq ............................................................................... 17 Gambar 2.6 Logo Adobe Photoshop ................................................................. 18 Gambar 3.1 Alur Penelitian Game Budaya Tradisional Sapuh Leger............... 21 Gambar 3.2 Sprite Karakter Dewa Rare Kumara .............................................. 22 Gambar 3.3 Karakter Bhatara Kala ................................................................... 22 Gambar 3.4 Icon game Sapuh Leger ................................................................. 22 Gambar 3.5 Sprite Kepala Raksasa ................................................................... 23 Gambar 3.6 Logo Karakter Dewa Rare Kumara ............................................... 23 Gambar 3.7 Logo Karakter Bhatara Kala .......................................................... 23 Gambar 3.8 Use Case Diagram......................................................................... 24 Gambar 3.9 Alur Program Game "Sapuh Leger" .............................................. 28 Gambar 3.10 Alur Scene Game Sapuh Leger .................................................... 30 Gambar 3.11 Activity Diagram Mulai Game..................................................... 31 Gambar 3.12 Activity Diagram High Score....................................................... 32 Gambar 3.13 Activity Diagram Menu Cerita .................................................... 33 Gambar 4.1 Splash Screen ................................................................................. 36 Gambar 4.2 Scene Loading Menu ..................................................................... 37 Gambar 4.3 Tampilan Scene Menu Utama ........................................................ 37 Gambar 4.4 Tampilan Alert Stage Menu Stage ................................................. 38 Gambar 4.5 Scene Menu Stage .......................................................................... 39 Gambar 4.6 Scene menu cerita .......................................................................... 40 Gambar 4.7 Scene arti sapuh leger .................................................................... 40 Gambar 4.8 Scene Sejarah Sapuh Leger............................................................ 41 Gambar 4.9 Scene Cerita Sapuh Leger .............................................................. 41 Gambar 4.10 Scene Makna Sapuh Leger........................................................... 42
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Gambar 4.11 Scene Highscore .......................................................................... 43 Gambar 4.12 Scene Tentang .............................................................................. 44 Gambar 4.13 Scene Info Stage .......................................................................... 44 Gambar 4.14 Scene Cerita Stage ....................................................................... 45 Gambar 4.15 Scene Tutorial .............................................................................. 46 Gambar 4.16 Scene Loading Stage .................................................................... 47 Gambar 4.17 Scene Gameplay Stage 1.............................................................. 48 Gambar 4.18 Scene Gameplay Stage 2.............................................................. 49 Gambar 4.19 Scene Gameplay Stage 3.............................................................. 50 Gambar 4.20 Scene Bonus Stage ....................................................................... 51 Gambar 4.21 Scene Gameover .......................................................................... 52 Gambar 4.22 Scene Stage Berhasil .................................................................... 52 Gambar 4.23 Tampilan Scene Menu Utama Saat Dijalankan pada Device ...... 53 Gambar 4.24 Scene Cerita Stage Saat Dijalankan Pada Device........................ 54 Gambar 4.25 Tampilan Scene Gameplay Stage 1 pada Device ......................... 54 Gambar 4.26 Tampilan Scene Gameplay Stage 2 pada Device ......................... 55 Gambar 4.27 Tampilan Scene Gameplay Stage 3 pada Device ......................... 55 Gambar 4.28 Tampilan Scene Gameplay Bonus Stage pada Device ................ 56 Gambar 4.29 Diagram Aspek Grafis Game....................................................... 59 Gambar 4.30 Diagram Aspek Rekayasa Perangkat Lunak................................ 61 Gambar 4.31 Diagram Aspek Entertainment .................................................... 62 Gambar 4.32 Diagram Aspek Content .............................................................. 64
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DAFTAR TABEL Tabel 3.1 Use Case Specification Mulai Game .................................................. 25 Tabel 3.2 Use Case Specification Cerita Sapuh Leger ....................................... 25 Tabel 3.3 Use Case Spesification Tentang ......................................................... 26 Tabel 3.4 Skenario Use Case ............................................................................. 26 Tabel 3.5 Jadwal Penelitian ................................................................................ 34 Tabel 4.1 Penilaian responden terhadap grafis game ......................................... 58 Tabel 4.2 Penilaian responden terhadap rekayasa perangkat lunak game.......... 60 Tabel 4.3 Penilaian responden terhadap aspek entertainment game .................. 61 Tabel 4.4 Penilaian responden terhadap aspek content game ............................ 63
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