Monthly Archives: February 2014
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 […]
Game dev, Suit’em up – SpriteManager with animated sprites
We created an early SpriteManager in the start of the project but it couldn’t load animated sprites or load sprites from a part in a spritesheet. I have now added this functionality.
I started with creating a wrapper around sf::Sprite and I have created the AnimatedSprite class. I’m not really that proud of the wrapper since I put a lot of virtual functions in there that are only used by AnimatedSprite.
After adding the sprite types I added methods in […]
Game dev, Suit’em up – SpriteManager with animated sprites
We created an early SpriteManager in the start of the project but it couldn’t load animated sprites or load sprites from a part in a spritesheet. I have now added this functionality.
I started with creating a wrapper around sf::Sprite and I have created the AnimatedSprite class. I’m not really that proud of the wrapper since I put a lot of virtual functions in there that are only used by AnimatedSprite.
After adding the sprite types I added methods in […]
A Little Bit of Attack Animation
Right, so time for another artefact! Another animation even!
This time I’ve worked on the main characters attack animation. And I have to say, despite what everyone else seem to think, animating something that looks human is a lot harder than the Fire Spirit that I wrote about last time. Since we are all quite familiar with how the human body should look and move, any error in anatomy or movement really shines through. I didn’t really experience it the […]
A Little Bit of Attack Animation
Right, so time for another artefact! Another animation even!
This time I’ve worked on the main characters attack animation. And I have to say, despite what everyone else seem to think, animating something that looks human is a lot harder than the Fire Spirit that I wrote about last time. Since we are all quite familiar with how the human body should look and move, any error in anatomy or movement really shines through. I didn’t really experience it the […]
Artifact post 2: CollisionManager
This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]
Artifact post 2: CollisionManager
This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]
Project Terminal – The Guard Walking Animation
We are in on week five meaning we are now halfway through this project. In five more weeks, we will all be showing off our finished games. I can’t believe it!
This week I’ll be showcasing the guards walking animation that I’ve been working on. It’s been a long term piece of work of mine that is basically my first real effort on animation, if we disregard the stick figure’s I’ve animated in panic on different workshops and game jams. Before […]
Project Terminal – The Guard Walking Animation
We are in on week five meaning we are now halfway through this project. In five more weeks, we will all be showing off our finished games. I can’t believe it!
This week I’ll be showcasing the guards walking animation that I’ve been working on. It’s been a long term piece of work of mine that is basically my first real effort on animation, if we disregard the stick figure’s I’ve animated in panic on different workshops and game jams. Before […]
2nd blog post of 10 Week Project – Implementing Lost Souls
In case you are interested in all updates of Group 12’s game, here are my group members’ blogs:
André, Evelina, Christoffer, Marcus, Alex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]
2nd blog post of 10 Week Project – Implementing Lost Souls
In case you are interested in all updates of Group 12’s game, here are my group members’ blogs:
André, Evelina, Christoffer, Marcus, Alex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]
2nd blog post of 10 Week Project – Implementing Lost Souls
In case you are interested in all updates of Group 12′s game, here are my group members’ blogs:
André, Evelina, Christoffer, Marcus, Alex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]
2nd blog post of 10 Week Project – Implementing Lost Souls
In case you are interested in all updates of Group 12′s game, here are my group members’ blogs:
André, Evelina, Christoffer, Marcus, Alex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]