Daily Archives: February 27, 2014
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
The magic of Sound
Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]
Project Aurora, post 6, (Blog Assignment 3) Light / Fog of war around the player
So the feature I have been working on this week is the light effect for our light bulb/Fishing rod that light up an area around the player.
This was something I never done before so first I broke down the problem to the basics.I need a black filter to make everything on screen black and I need to be able to cut through it somehow to show what’s under it.
So I draw out the filter as a sprite that covers the […]
Project Aurora, post 6, (Blog Assignment 3) Light / Fog of war around the player
So the feature I have been working on this week is the light effect for our light bulb/Fishing rod that light up an area around the player.
This was something I never done before so first I broke down the problem to the basics.I need a black filter to make everything on screen black and I need to be able to cut through it somehow to show what’s under it.
So I draw out the filter as a sprite that covers the […]
Thank god for Sticky Notes
Without that app i would never had been able to keep track of what I’ve done that day.
Today we worked in the Game room most of the day and while i ran into several problems i still feel like i did pretty well. First of all i fixed an issue where guards would still cause the player to reset on contact even after being killed, due to them having their own bool to check whether they were removed or not […]
Thank god for Sticky Notes
Without that app i would never had been able to keep track of what I’ve done that day.
Today we worked in the Game room most of the day and while i ran into several problems i still feel like i did pretty well. First of all i fixed an issue where guards would still cause the player to reset on contact even after being killed, due to them having their own bool to check whether they were removed or not […]
Water Spirit – Death Animation
Another animation! Hope you’re not getting bored of these. I’m pretty much the main animator for the project that we are working on, so I’ll most likely be writing about animations until the end of the project.
This time I included a gif showing the process I use to create the animations, from sketch to finished.
I did happen to merge a couple of layers in the process of making the lineart it seems, as well as not separating the color-layers to […]
Water Spirit – Death Animation
Another animation! Hope you’re not getting bored of these. I’m pretty much the main animator for the project that we are working on, so I’ll most likely be writing about animations until the end of the project.
This time I included a gif showing the process I use to create the animations, from sketch to finished.
I did happen to merge a couple of layers in the process of making the lineart it seems, as well as not separating the color-layers to […]
Finished the elemental points and started with new work!
This week I have finished the elemental icons for our game. Last time I posted, I had only finished the wood element icon and needed to remake the water and fire icons. The remake of the two went well, and i managed to get the same style of the leaf on the two of them. After I was done making the main icons, I also started remaking the small point icons, and ended up choosing the smaller icon setup seen […]
Finished the elemental points and started with new work!
This week I have finished the elemental icons for our game. Last time I posted, I had only finished the wood element icon and needed to remake the water and fire icons. The remake of the two went well, and i managed to get the same style of the leaf on the two of them. After I was done making the main icons, I also started remaking the small point icons, and ended up choosing the smaller icon setup seen […]
Haunted Light 2014-02-27 Recording monster sounds
This week I have been working in the next step from have done the sound manager to actually record the sound. I have been using the site freesound.org to get royalty free music and sounds to mix them into something new. But the most work hours has been put down into finding sounds in real life that could work in the game. The Monster’s sounds are pretty easy to find because they are made by my voice, which later on […]
Haunted Light 2014-02-27 Recording monster sounds
This week I have been working in the next step from have done the sound manager to actually record the sound. I have been using the site freesound.org to get royalty free music and sounds to mix them into something new. But the most work hours has been put down into finding sounds in real life that could work in the game. The Monster’s sounds are pretty easy to find because they are made by my voice, which later on […]
Terror of the Deep
Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]
Terror of the Deep
Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]
Houston we have reached foul circle
So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]
Houston we have reached foul circle
So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]
Houston we have reached foul circle
So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]
Houston we have reached foul circle
So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Tubthumping with the Chumbawambas
This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]
Tubthumping with the Chumbawambas
This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]