Daily Archives: January 13, 2014

Progress

Today i got back to working on my final assignment for the 2D-course after taking a few days off for personal reasons. It is starting to come together now and I will probably wait until I get some advice in the feedback sessions later this week before doing the final touch up.
This is the first time that I am working on a city scene and it turned out, as expected, that it is tedious work and the understanding of the […]

/ Comments Off on Progress
Program: Graphics

Progress

Today i got back to working on my final assignment for the 2D-course after taking a few days off for personal reasons. It is starting to come together now and I will probably wait until I get some advice in the feedback sessions later this week before doing the final touch up.
This is the first time that I am working on a city scene and it turned out, as expected, that it is tedious work and the understanding of the […]

/ Comments Off on Progress
Program: Graphics

Frogger…. One Step Closer….


Getting closer everyday to recreating Frogger. Today i struggled with an InputManager, until i got it explained how it should be used. Then it turned out very useful, but the time i spend staring into the code… Makes me feel a little bit stupid afterwards.
Besides getting the Input to work properly, there was also changes to the music, as it now supports a playlist, and with a Next Song functions. Also added a ConfigurationFile, that handles at this moment […]

/ Comments Off on Frogger…. One Step Closer….
Program: Programming

Frogger…. One Step Closer….


Getting closer everyday to recreating Frogger. Today i struggled with an InputManager, until i got it explained how it should be used. Then it turned out very useful, but the time i spend staring into the code… Makes me feel a little bit stupid afterwards.
Besides getting the Input to work properly, there was also changes to the music, as it now supports a playlist, and with a Next Song functions. Also added a ConfigurationFile, that handles at this moment […]

/ Comments Off on Frogger…. One Step Closer….
Program: Programming

Programming Project, day 24

Finally added music playlists to the AudioManager, so the manager is complete now. With the playlist handling, it is possible to create almost any amount of playlists with almost any number of songs in each one. I also improved the AudioManager in it’s entirety. It now holds all sounds and musics in two std::map’s along with a string (name). To play a sound/change music playlist, just a function call with a string argument to the audiomanager is needed.
Although, doing this I […]

/ Comments Off on Programming Project, day 24
Program: Programming

Programming Project, day 24

Finally added music playlists to the AudioManager, so the manager is complete now. With the playlist handling, it is possible to create almost any amount of playlists with almost any number of songs in each one. I also improved the AudioManager in it’s entirety. It now holds all sounds and musics in two std::map’s along with a string (name). To play a sound/change music playlist, just a function call with a string argument to the audiomanager is needed.
Although, doing this I […]

/ Comments Off on Programming Project, day 24
Program: Programming

Day 18, Particle effect!

I finally added a particle effect. I made a new class called ParticleObject and added some functions and a vector to the GameObjectManager to handle the Particles. one particle is a 2 x2 sprite and they are drawn out and move in different directions after the ball. They start as soon as the ball is fired away and follow the ball until it hit the first brick and then they get deleted after about 3 seconds. I struggled most of […]

/ Comments Off on Day 18, Particle effect!
Program: Programming

Day 18, Particle effect!

I finally added a particle effect. I made a new class called ParticleObject and added some functions and a vector to the GameObjectManager to handle the Particles. one particle is a 2 x2 sprite and they are drawn out and move in different directions after the ball. They start as soon as the ball is fired away and follow the ball until it hit the first brick and then they get deleted after about 3 seconds. I struggled most of […]

/ Comments Off on Day 18, Particle effect!
Program: Programming

BAH!

First of all i got nothing done during the weekend.
Secondly, i ran into some issue with the animation for the turtle object. My idea was to give the object two AnimatedSprites and switch between them as the turtle went under water. For some reason the code straight out didn’t work. so i ended up trying to find the issue all day. I could have thought of another way to make the animations but i felt like i had most of […]

/ Comments Off on BAH!
Program: Programming

BAH!

First of all i got nothing done during the weekend.
Secondly, i ran into some issue with the animation for the turtle object. My idea was to give the object two AnimatedSprites and switch between them as the turtle went under water. For some reason the code straight out didn’t work. so i ended up trying to find the issue all day. I could have thought of another way to make the animations but i felt like i had most of […]

/ Comments Off on BAH!
Program: Programming

Epic winning! Post #5

Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]

/ Comments Off on Epic winning! Post #5
Program: Programming

Epic winning! Post #5

Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]

/ Comments Off on Epic winning! Post #5
Program: Programming

Epic winning! Post #5

Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]

/ Comments Off on Epic winning! Post #5
Program: Programming

Epic winning! Post #5

Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]

/ Comments Off on Epic winning! Post #5
Program: Programming

Game over state, new graphics and multiple levels

Today me and Laban got a lot working.
We created a game over state which does nothing expect getting us back to the menu state.We have new graphics for the borders and the drops.
A level indicator was added on top of game area that shows you which level you are currently on.And when you finish a level, a small “award” kind of sound will play and change level.

/ Comments Off on Game over state, new graphics and multiple levels
Program: Programming

Game over state, new graphics and multiple levels

Today me and Laban got a lot working.
We created a game over state which does nothing expect getting us back to the menu state.We have new graphics for the borders and the drops.
A level indicator was added on top of game area that shows you which level you are currently on.And when you finish a level, a small “award” kind of sound will play and change level.

/ Comments Off on Game over state, new graphics and multiple levels
Program: Programming

KreakOut #7 – To rage, or not to rage. That is the gameplay.

So, I guess we can actually call it a game now (and it’s pretty fun actually). Right now you got three lives until you get defeated, unless you destroy all the blocks (or close the game).
Code-wise, not much to mention. We had some problems with showing just normal sprites (since everything has been objects so far), but it worked with the older version of the function.
Next on our to-do list:

Soundmanager
User Interface
A nicer way of respawning the ball (you can die […]

/ Comments Off on KreakOut #7 – To rage, or not to rage. That is the gameplay.
Program: Programming

KreakOut #7 – To rage, or not to rage. That is the gameplay.

So, I guess we can actually call it a game now (and it’s pretty fun actually). Right now you got three lives until you get defeated, unless you destroy all the blocks (or close the game).
Code-wise, not much to mention. We had some problems with showing just normal sprites (since everything has been objects so far), but it worked with the older version of the function.
Next on our to-do list:

Soundmanager
User Interface
A nicer way of respawning the ball (you can die […]

/ Comments Off on KreakOut #7 – To rage, or not to rage. That is the gameplay.
Program: Programming

Spelprogrammering – Assignment – 10, 11, 12 & 13

Finally getting a hang of it. Spent the entire weekend working on Sprites, Collision (there’s two separate colliders now, one hard-coded for the paddle and the ball and one that functions between the ball and the bricks) and figuring out a way to remove bricks when collided with, which actually works now.
Day 10: The Collision is put in place. There’s two separate ones, one of them, the hard-coded one (yes, it’s not the best way of doing it, but the […]

/ Comments Off on Spelprogrammering – Assignment – 10, 11, 12 & 13
Program: Programming

Spelprogrammering – Assignment – 10, 11, 12 & 13

Finally getting a hang of it. Spent the entire weekend working on Sprites, Collision (there’s two separate colliders now, one hard-coded for the paddle and the ball and one that functions between the ball and the bricks) and figuring out a way to remove bricks when collided with, which actually works now.
Day 10: The Collision is put in place. There’s two separate ones, one of them, the hard-coded one (yes, it’s not the best way of doing it, but the […]

/ Comments Off on Spelprogrammering – Assignment – 10, 11, 12 & 13
Program: Programming

Programming assignment 2014-01-13

Today I fixed the issue with animation, there was a line of code that drew a sprite on top of my animation; So the animation worked all along! :D…At least I think so. 
 Moving on I started to work on the issues where we couldn’t stop and pause the music, the music handler we have right now can only handle one music clip playing so I decided to get the functions to work with the first music clip. When the user […]

/ Comments Off on Programming assignment 2014-01-13
Program: Programming

Programming assignment 2014-01-13

Today I fixed the issue with animation, there was a line of code that drew a sprite on top of my animation; So the animation worked all along! :D…At least I think so. 
 Moving on I started to work on the issues where we couldn’t stop and pause the music, the music handler we have right now can only handle one music clip playing so I decided to get the functions to work with the first music clip. When the user […]

/ Comments Off on Programming assignment 2014-01-13
Program: Programming

Game Programming I – Assignment day 19

Today I corrected the collision manager.
I removed the vector colliderID because it was unnecessary and unreliable.
I have made a foe class to keep track on enemy objects by giving them their own extension values rather than 0.0 which they would have as entities.
I started working on a checkcollision method for the collsion manager.
It now goes through the collider vector and checks if any overlap.
I need to know which colliders overlap however so I might have to redo it as I […]

/ Comments Off on Game Programming I – Assignment day 19
Program: Programming

Game Programming I – Assignment day 19

Today I corrected the collision manager.
I removed the vector colliderID because it was unnecessary and unreliable.
I have made a foe class to keep track on enemy objects by giving them their own extension values rather than 0.0 which they would have as entities.
I started working on a checkcollision method for the collsion manager.
It now goes through the collider vector and checks if any overlap.
I need to know which colliders overlap however so I might have to redo it as I […]

/ Comments Off on Game Programming I – Assignment day 19
Program: Programming