Monthly Archives: December 2013
Programming Project, day 13
So! I have now made the game more flexible in a lot of ways. The width and height of window and tiles are controlled by variables within core. The next step is getting them from a file with fstream. The variables are static member variables and I’m not sure how to change them. Maybe they can be changed in main, but I want to keep that clean. Or maybe they can be changed in a method of core (the constructor […]
Programming Project, day 13
So! I have now made the game more flexible in a lot of ways. The width and height of window and tiles are controlled by variables within core. The next step is getting them from a file with fstream. The variables are static member variables and I’m not sure how to change them. Maybe they can be changed in main, but I want to keep that clean. Or maybe they can be changed in a method of core (the constructor […]
Programming assignment 2013-12-27
Been working a bit more on collision and added level.h and level.cpp. However I’m getting an error code telling me that the float Z in collision cant handle right expression. Need to dig a bit deeper to fin out what’s the problem. But for the moment that’s my only error code…hehe… I think.
Programming assignment 2013-12-27
Been working a bit more on collision and added level.h and level.cpp. However I’m getting an error code telling me that the float Z in collision cant handle right expression. Need to dig a bit deeper to fin out what’s the problem. But for the moment that’s my only error code…hehe… I think.
Back again!
After a smaller X-mas break I’ve looked into the Frogger Project again.
This time I went back to the Platformer and managed to fix the Animations that i didn’t get to work during the last lecture before leaving the island.
By doing this I now think that I have a plan on how to get it into Frogger.
Also did some State Testing, now able to change state with a keypress. Not that much done with the states themselves yet though just color […]
Back again!
After a smaller X-mas break I’ve looked into the Frogger Project again.
This time I went back to the Platformer and managed to fix the Animations that i didn’t get to work during the last lecture before leaving the island.
By doing this I now think that I have a plan on how to get it into Frogger.
Also did some State Testing, now able to change state with a keypress. Not that much done with the states themselves yet though just color […]
Frogger Dev. Post 06
We made some good progress today. We’ve now got working logs and a background. I worked on making the logs while Herman worked on the background.
The logs work in a rather simple manner. They move in a constant speed and when they come in contact with the player they use a different update function that takes the player along with them at the same speed. The Gamestate’s update function handles this, to help with this task the Gameobjects have been […]
Frogger Dev. Post 06
We made some good progress today. We’ve now got working logs and a background. I worked on making the logs while Herman worked on the background.
The logs work in a rather simple manner. They move in a constant speed and when they come in contact with the player they use a different update function that takes the player along with them at the same speed. The Gamestate’s update function handles this, to help with this task the Gameobjects have been […]
Game Programming I – Assignment day 8
Started working on sounds for our game. Found some music and sound clips to start out with and put them in a sound folder.
Started making the SoundClip, MusicClip and SoundManager classes.
Game Programming I – Assignment day 8
Started working on sounds for our game. Found some music and sound clips to start out with and put them in a sound folder.
Started making the SoundClip, MusicClip and SoundManager classes.
Visual progress!
Today i added a background object to our project.
This may have been extremely unnecessary as i seem to have forgotten to put .PNG after the filename in my original method of drawing. This caused me to go create a brand new game object for the background instead of just drawing it as a sprite. Tomorrow i will make sure whether i can achieve the same result without the extra class.
In general i feel like we made a lot of progress […]
Visual progress!
Today i added a background object to our project.
This may have been extremely unnecessary as i seem to have forgotten to put .PNG after the filename in my original method of drawing. This caused me to go create a brand new game object for the background instead of just drawing it as a sprite. Tomorrow i will make sure whether i can achieve the same result without the extra class.
In general i feel like we made a lot of progress […]
Block object and Utilities class
The following was made yesterday and I had no time making a blogpost because now it’s Christmas.
So what is have been done.
I have tweaked the GameState since the main focus lies there and not in MenuState och HighscoreState.
I added blocks spawning in a rate of 1*.6 seconds wich will be changed in future. I´ve also added movement to the blocks. I think I have alot more understanding in pointers and iterators now. First I saw an iterator as a usual […]
Block object and Utilities class
The following was made yesterday and I had no time making a blogpost because now it’s Christmas.
So what is have been done.
I have tweaked the GameState since the main focus lies there and not in MenuState och HighscoreState.
I added blocks spawning in a rate of 1*.6 seconds wich will be changed in future. I´ve also added movement to the blocks. I think I have alot more understanding in pointers and iterators now. First I saw an iterator as a usual […]
Colliding with bounds
Now I have managed to make the blocks collide with the floor. But their y values are not equal when the land so some blocks get an offset wich I cant get rid of (visible on picture). I think it’s because we are dealing with floats. I will try to round it to nearset 1 decimal.
I have not heard from Laban since the 23th. I hope hes OK and have grabbed the sounds.My next task is […]
Colliding with bounds
Now I have managed to make the blocks collide with the floor. But their y values are not equal when the land so some blocks get an offset wich I cant get rid of (visible on picture). I think it’s because we are dealing with floats. I will try to round it to nearset 1 decimal.
I have not heard from Laban since the 23th. I hope hes OK and have grabbed the sounds.My next task is […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Post for two days
While i remembered to make a post about Sunday on Monday, i ironically forgot to make Monday’s post on Monday. So, Monday I went through the code trying to find the exact line that drew the player onto the screen. It became a test of going through code over several classes as i didn’t save the work without the animation from the platformer project. I was eventually unable to find it and i ended the day on a low point.
Tuesday […]
Post for two days
While i remembered to make a post about Sunday on Monday, i ironically forgot to make Monday’s post on Monday. So, Monday I went through the code trying to find the exact line that drew the player onto the screen. It became a test of going through code over several classes as i didn’t save the work without the animation from the platformer project. I was eventually unable to find it and i ended the day on a low point.
Tuesday […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Event System in C++
As a part of getting input into the game I’m working on for the programming course we’re taking right now, I wanted to implement some kind of event system. I come from a background in web development, working a lot with javascript and actionscript and I tend to draw inspiration from there. I always liked the flexibility and ease of use of the event handling in javascript and actionscript, and I wanted to try and do something similar with my […]
Programming Project, day 12
I’ve created states within the gamestate, two so far. They called “GamePlayState” and “GameEndState”.
I made a ScoreManager because that is the next step to expanding the game. It uses to save and load the current highscore. It works and tracks the following things: current score, high score and player wins (support for 4 players, even though the rest of the game is hard coded to two at the moment).
To get all these things to work the way I want I […]
Programming Project, day 12
I’ve created states within the gamestate, two so far. They called “GamePlayState” and “GameEndState”.
I made a ScoreManager because that is the next step to expanding the game. It uses to save and load the current highscore. It works and tracks the following things: current score, high score and player wins (support for 4 players, even though the rest of the game is hard coded to two at the moment).
To get all these things to work the way I want I […]