Daily Archives: February 20, 2014
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
Game Development Week 5, Graphical Work
Hello people.
This week I’ve taken a minor step back from the design part. I am still lead design but I’ve been focusing on the graphical parts. I’ve been taking care of environment and power up icons, Speed, energy and light power ups. Each power up increases the speed, energy or light. The Game is going to contain three of each type, making it possible to upgrade the character speed, light and energy three times. It exist one of each type […]
Game Development Week 5, Graphical Work
Hello people.
This week I’ve taken a minor step back from the design part. I am still lead design but I’ve been focusing on the graphical parts. I’ve been taking care of environment and power up icons, Speed, energy and light power ups. Each power up increases the speed, energy or light. The Game is going to contain three of each type, making it possible to upgrade the character speed, light and energy three times. It exist one of each type […]
Haunted Light – Base code for Enemies
Hello. Today I’ll be talking about the base for our enemy objects, how it works and how it’s different from the normal GameObject and also why that is. Both of the classes, EnemyObject and EnemyObjectManager, are heavily based on the already existing files PlayerObject, GameObject and GameObjectManager, with EnemyObject being a combination of GameObject and PlayerObject. The key differences are that the Enemy-ones doesn’t have keyboard and mouse as inputs, since you don’t control your enemies, and that EnemyObject doesn’t […]
Haunted Light – Base code for Enemies
Hello. Today I’ll be talking about the base for our enemy objects, how it works and how it’s different from the normal GameObject and also why that is. Both of the classes, EnemyObject and EnemyObjectManager, are heavily based on the already existing files PlayerObject, GameObject and GameObjectManager, with EnemyObject being a combination of GameObject and PlayerObject. The key differences are that the Enemy-ones doesn’t have keyboard and mouse as inputs, since you don’t control your enemies, and that EnemyObject doesn’t […]
Artifact : Button
The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.
The button as it is in its original stage, nothing special it is just there and waiting for some action.
The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]
Artifact : Button
The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.
The button as it is in its original stage, nothing special it is just there and waiting for some action.
The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]
More animations!
This week has been a really productive one for me. We as a team has made a lot of progress on our game. The game is nearing alpha deadline and is soon entering beta. I’ve experimented much on different styles for the game and I think i’m getting more used to it now. The two animations I will present to you in this post are two I think came out pretty good. You can see for yourself. They are both […]
More animations!
This week has been a really productive one for me. We as a team has made a lot of progress on our game. The game is nearing alpha deadline and is soon entering beta. I’ve experimented much on different styles for the game and I think i’m getting more used to it now. The two animations I will present to you in this post are two I think came out pretty good. You can see for yourself. They are both […]
No one was Kung-Fu Fighting
Sometimes nothing goes well, this is one of those times.
Imagine thus, like thunder from a clear sky comes the command – “Gosh, the main character should like totally be able to attack the guards or something like that, you know! You there, you look unoccupied, go make an animation for it, chop chop!”
Which leads us to the matter of the artifact of the day, namely today’s attempt at making the male main character’s attack animation.
And once again all that […]
No one was Kung-Fu Fighting
Sometimes nothing goes well, this is one of those times.
Imagine thus, like thunder from a clear sky comes the command – “Gosh, the main character should like totally be able to attack the guards or something like that, you know! You there, you look unoccupied, go make an animation for it, chop chop!”
Which leads us to the matter of the artifact of the day, namely today’s attempt at making the male main character’s attack animation.
And once again all that […]
2014-02-20 Second Artifact
Hello world!
These last days I’ve been working on creating enemies with movement patterns into the game. So far they have sprites and movement patterns in relationship to the player each one with similar codes except from the specific numbers which will be adjusted later in the main project (the actual game project).
This is what my code looks like “in-game” with the enemies standing on different range depending on what kind they are.
What function would the enemies contribute with to […]
2014-02-20 Second Artifact
Hello world!
These last days I’ve been working on creating enemies with movement patterns into the game. So far they have sprites and movement patterns in relationship to the player each one with similar codes except from the specific numbers which will be adjusted later in the main project (the actual game project).
This is what my code looks like “in-game” with the enemies standing on different range depending on what kind they are.
What function would the enemies contribute with to […]
Game Development Week 5, Graphical Work
Hello people.
This week I’ve taken a minor step back from the design part. I am still lead design but I’ve been focusing on the graphical parts. I’ve been taking care of environment and power up icons, Speed, energy and light power ups. Each power up increases the speed, energy or light. The Game is going to contain three of each type, making it possible to upgrade the character speed, light and energy three times. It exist one of each type […]
Game Development Week 5, Graphical Work
Hello people.
This week I’ve taken a minor step back from the design part. I am still lead design but I’ve been focusing on the graphical parts. I’ve been taking care of environment and power up icons, Speed, energy and light power ups. Each power up increases the speed, energy or light. The Game is going to contain three of each type, making it possible to upgrade the character speed, light and energy three times. It exist one of each type […]