Daily Archives: February 20, 2014
I am back again for another post. And it has only been a week!
So, this week I have not really made anything big, just a few props to fill out the game world.
Out of these things I guess that the most interesting one might be the couch.
Since the game is set in the fifties or early sixties I went on the internet to find pictures of couches ca 1950. I must say that I was quite surprised to find that […]
I am back again for another post. And it has only been a week!
So, this week I have not really made anything big, just a few props to fill out the game world.
Out of these things I guess that the most interesting one might be the couch.
Since the game is set in the fifties or early sixties I went on the internet to find pictures of couches ca 1950. I must say that I was quite surprised to find that […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Second Artifact – Level Editor (kind of)
Another week, another Artifact. This time it will not be from the game itself, but a tool to make it easier to create the level.
So, I have been working on a Level Editor for our game, With Intent. The reason for having it is so that it will be easier and faster to build the level with all the walls, furniture’s, doors, guards and their waypoints, start- and end-positions. Without an editor we would probably have to input all […]
Escape – Group 4 – Week 5 – Sound Manager
In an earlier meeting with the advising 3rd year student, it was suggested that I shift my focus off the main menu and start working on something with higher priority. “Sound manager” was on the list in the backlog and as lead sound designer, I chose to start work on it.
To make my job easier, I searched the internet for existing open source sound managers. There were only two existing managers, strange considering you’d find many open source managers for […]
Escape – Group 4 – Week 5 – Sound Manager
In an earlier meeting with the advising 3rd year student, it was suggested that I shift my focus off the main menu and start working on something with higher priority. “Sound manager” was on the list in the backlog and as lead sound designer, I chose to start work on it.
To make my job easier, I searched the internet for existing open source sound managers. There were only two existing managers, strange considering you’d find many open source managers for […]
Project – Week 3
It’s the third week of the project and I continued working on character animation this week.
One of the tasks I had to finish this week was to make an animation of the enemy character walking around with a flashlight. Since I had already done a walking animation for the enemy last week, I just copied that one and added a flashlight.
To create the light from the flashlight was a different matter. There were many ways that you could do […]
Project – Week 3
It’s the third week of the project and I continued working on character animation this week.
One of the tasks I had to finish this week was to make an animation of the enemy character walking around with a flashlight. Since I had already done a walking animation for the enemy last week, I just copied that one and added a flashlight.
To create the light from the flashlight was a different matter. There were many ways that you could do […]
Project – Week 3
It’s the third week of the project and I continued working on character animation this week.
One of the tasks I had to finish this week was to make an animation of the enemy character walking around with a flashlight. Since I had already done a walking animation for the enemy last week, I just copied that one and added a flashlight.
To create the light from the flashlight was a different matter. There were many ways that you could do […]
Project – Week 3
It’s the third week of the project and I continued working on character animation this week.
One of the tasks I had to finish this week was to make an animation of the enemy character walking around with a flashlight. Since I had already done a walking animation for the enemy last week, I just copied that one and added a flashlight.
To create the light from the flashlight was a different matter. There were many ways that you could do […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
Week 5 – With Intent (group 4)
This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.
The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]
More animations and this time DEATH!
Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]
More animations and this time DEATH!
Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]
More animations and this time DEATH!
Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]
More animations and this time DEATH!
Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]
Level Design
This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.
Tiled Map Editor (see above for link). This is the main-hall […]
Level Design
This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.
Tiled Map Editor (see above for link). This is the main-hall […]
Level Design
This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.
Tiled Map Editor (see above for link). This is the main-hall […]
Level Design
This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.
Tiled Map Editor (see above for link). This is the main-hall […]
Week 4: Small talking about HUD & GUI
This week I shall present to you the mission objective icon, and also a HUD (Head-up Display).
This is a PDA containing some of the Corporation plans, and blueprints, yes, in the 1940s this would be shown as a filing case/folder. First out I started drawing a beige file, then I started thinking about how to make it futuristic looking. Then I remembered the tablets of today’s technology… real life, but still… it did not exactly have what I was looking […]
Week 4: Small talking about HUD & GUI
This week I shall present to you the mission objective icon, and also a HUD (Head-up Display).
This is a PDA containing some of the Corporation plans, and blueprints, yes, in the 1940s this would be shown as a filing case/folder. First out I started drawing a beige file, then I started thinking about how to make it futuristic looking. Then I remembered the tablets of today’s technology… real life, but still… it did not exactly have what I was looking […]
Fighting the Frame Limit
Hello again, it’s the second blogging week.
Last week I talked about creating the death animation of our player’s first stage of growth from the ground up. I also went through a couple of animation principles and how I utilize them in my work process.
This week I’ve been working on the animations for our player’s second stage of growth, and work has not gone as smoothly as it did for the first stage because of a dreaded addition to the […]
Fighting the Frame Limit
Hello again, it’s the second blogging week.
Last week I talked about creating the death animation of our player’s first stage of growth from the ground up. I also went through a couple of animation principles and how I utilize them in my work process.
This week I’ve been working on the animations for our player’s second stage of growth, and work has not gone as smoothly as it did for the first stage because of a dreaded addition to the […]