Monthly Archives: February 2014

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

/ Comments Off on EXTRA POST!
Program: Graphics

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

/ Comments Off on EXTRA POST!
Program: Graphics

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

/ Comments Off on EXTRA POST!
Program: Graphics

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

/ Comments Off on EXTRA POST!
Program: Graphics

Alpha-proof

Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]

/ Comments Off on Alpha-proof
Program: Programming

Alpha-proof

Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]

/ Comments Off on Alpha-proof
Program: Programming

Adventures in the world of GUI

The GUI in our game has really been giving me a headache this past week (and the week before). When I decided to make the GUI, I thought that “oh, there should be a ton of finished libraries out there that I can use.” This first part was true, the second was not.
Googling around, I found some links to various libraries, like SFGUI and CEGUI (among others). Both of these looked incredibly promising, but when I […]

/ Comments Off on Adventures in the world of GUI
Program: Programming

Adventures in the world of GUI

The GUI in our game has really been giving me a headache this past week (and the week before). When I decided to make the GUI, I thought that “oh, there should be a ton of finished libraries out there that I can use.” This first part was true, the second was not.
Googling around, I found some links to various libraries, like SFGUI and CEGUI (among others). Both of these looked incredibly promising, but when I […]

/ Comments Off on Adventures in the world of GUI
Program: Programming

Codename: Haunted Light – ObjectManager

This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]

/ Comments Off on Codename: Haunted Light – ObjectManager
Program: Programming

Codename: Haunted Light – ObjectManager

This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]

/ Comments Off on Codename: Haunted Light – ObjectManager
Program: Programming

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 […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

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 […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

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 […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

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 […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

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 […]

/ Comments Off on Game Development Week 5, Graphical Work
Program: Graphics

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 […]

/ Comments Off on Game Development Week 5, Graphical Work
Program: Graphics

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 […]

/ Comments Off on Haunted Light – Base code for Enemies
Program: Programming

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 […]

/ Comments Off on Haunted Light – Base code for Enemies
Program: Programming

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 […]

/ Comments Off on Artifact : Button
Program: Programming

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 […]

/ Comments Off on Artifact : Button
Program: Programming

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 […]

/ Comments Off on Blogg of the week: Alpha
Program: Programming

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 […]

/ Comments Off on Blogg of the week: Alpha
Program: Programming

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 […]

/ Comments Off on Game Development- Introduction. Blog Post – 2
Program: Programming

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 […]

/ Comments Off on Game Development- Introduction. Blog Post – 2
Program: Programming