Monthly Archives: February 2014

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 […]

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Program: Programming

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 […]

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Program: Programming

Drowning in code When working on WeaponManager

So as you can see above I have been working on the WeaponManager for this past week.
I have drew my thought the first day thinking I have nailed it it looked something like this:

thinking I NAILED it!
Then after a good nights sleep I realized I was SO wrong in how I thought and how I began to code, removing everything and starting from scratch was inevitable.  SO I started working on paper again and the pattern you see above was […]

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Program: Programming

Drowning in code When working on WeaponManager

So as you can see above I have been working on the WeaponManager for this past week.
I have drew my thought the first day thinking I have nailed it it looked something like this:

thinking I NAILED it!
Then after a good nights sleep I realized I was SO wrong in how I thought and how I began to code, removing everything and starting from scratch was inevitable.  SO I started working on paper again and the pattern you see above was […]

/ Comments Off on Drowning in code When working on WeaponManager
Program: Programming

Playground Panic map and sprites

This week I’ve been mostly working on the map background for the game. I also made a sprite for the male player character and a quick placeholder one for the basic enemy. This is the entire map as it is right now.
although not finished, it’s good enough for the alpha. I will add more stuff to it later, like some swings, more details like muddy footsteps and maybe some scattered toys. to make it look like a kindergarten […]

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Program: Graphics

Playground Panic map and sprites

This week I’ve been mostly working on the map background for the game. I also made a sprite for the male player character and a quick placeholder one for the basic enemy. This is the entire map as it is right now.
although not finished, it’s good enough for the alpha. I will add more stuff to it later, like some swings, more details like muddy footsteps and maybe some scattered toys. to make it look like a kindergarten […]

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Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

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Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

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Program: Graphics

Project “Bloody Badgers” 2014-02-20 Running Animation

Time really does fly by. It’s Thursday once again, and Thursdays means new blog post. Since I’ve been having trouble with scheduling all my schoolwork this week there won’t be a whole lot of content for me to blog about. I did finish some, which I will talk about now, but sadly not as much as I had planned during this sprint. I will have to continue working with that during the rest of the week instead.
Amongst the things I had […]

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Program: Graphics

Project “Bloody Badgers” 2014-02-20 Running Animation

Time really does fly by. It’s Thursday once again, and Thursdays means new blog post. Since I’ve been having trouble with scheduling all my schoolwork this week there won’t be a whole lot of content for me to blog about. I did finish some, which I will talk about now, but sadly not as much as I had planned during this sprint. I will have to continue working with that during the rest of the week instead.
Amongst the things I had […]

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Program: Graphics

Game Project Week 5

This week have I worked with the pause menu, customization menu, options menu and quit menu. The color scheme in the menus is the same as the avatar has. And I think it looks good and works well with the overall art style of the game. I had some worries that the brown would be too much and look boring, but I think it worked out fine.
The flaps are used to switch between the different menus. We chose flaps because […]

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Program: Graphics

Game Project Week 5

This week have I worked with the pause menu, customization menu, options menu and quit menu. The color scheme in the menus is the same as the avatar has. And I think it looks good and works well with the overall art style of the game. I had some worries that the brown would be too much and look boring, but I think it worked out fine.
The flaps are used to switch between the different menus. We chose flaps because […]

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Program: Graphics

Animation

“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]

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Program: Programming

Animation

“Animation, switching between pictures in a spritesheet, should not be that hard.”
A simple statement, however when I started working on our AnimationManager I realised just how wrong it was. At least in my case, where I tried to create an “Animation” class and then a “AnimationManager” to hold all the different Animations.
My original thought was that in the AnimationManager, there would be a vector with all the different animations, and that all entities would then have their own little map […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

Making a Game Part 2 – AI

This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards. Now, instead of doing a collision-check I made a function that returns the distance between the player a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation […]

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Program: Programming

Making a Game Part 2 – AI

This week I chose one of the more difficult artifacts on the sprint planning: making the enemies chase and then kill the player.
My first thoughts about this was to just make the player “lose the game” if he collided with any of the patrolling guards. Now, instead of doing a collision-check I made a function that returns the distance between the player a guard (cycling through all the guards in their Update()-method):
Which basically just does a pythagorean calculation […]

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Program: Programming

Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]

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Program: Programming

Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]

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Program: Programming

ALPHA Presentation

Don’t be good, be great – Jay Z

While listening to one of our worlds greatest hip-hoppers, Jay Z, song F.U.T.W. I’ve got the feeling of not being satisfied. Wanting more and more. I don’t settle to be good at something, I wan’t to be great. I wan’t to reach the big stage, and I want to be there now.
Tomorrow we’ll have our presentation of the ALPHA for our game Suit ‘em Up. This means that we will talk about our game […]

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Program: Graphics

ALPHA Presentation

Don’t be good, be great – Jay Z

While listening to one of our worlds greatest hip-hoppers, Jay Z, song F.U.T.W. I’ve got the feeling of not being satisfied. Wanting more and more. I don’t settle to be good at something, I wan’t to be great. I wan’t to reach the big stage, and I want to be there now.
Tomorrow we’ll have our presentation of the ALPHA for our game Suit ‘em Up. This means that we will talk about our game […]

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Program: Graphics