Monthly Archives: February 2014

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

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Program: Programming

2014-02-12 – An artifact

The end of this project is drawing closer and we are all starting to see some result from our hard work – gamewise as well as learningwise.
One of my tasks has been to create a code for the paralax function which will consist of a couple of layers of mountains or hills disappearing in the horizon, a story box and clouds. As soon as I figured out how to work with the paralax and different layers it was pretty easy […]

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Program: Programming

The Blog, a Resurrection!

New times and new blog-posts!
Recently in the course Game Development – Introduction my group began developing a game from a concept created by another group of student. The concept was called Possession, a Shooter style game inspired by east-Asian lore.
As a part of the course we are supposed to take an artefact for the game that we have worked on or completed and describe our work process. The one I have chosen for this blog post is the death […]

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Program: Graphics

The Blog, a Resurrection!

New times and new blog-posts!
Recently in the course Game Development – Introduction my group began developing a game from a concept created by another group of student. The concept was called Possession, a Shooter style game inspired by east-Asian lore.
As a part of the course we are supposed to take an artefact for the game that we have worked on or completed and describe our work process. The one I have chosen for this blog post is the death […]

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Program: Graphics

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

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Program: Programming

2014-02-12

Today I applied my States to the main project and made the spawn and despawn of the next part of the gameplay-area works flawlessly (at least so far, you never know when things starts getting messed up).
I ahve also cleaned up my code and re-organized it a bit by creating classes and making them work.

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Program: Programming

The steep learning curve of animation.

During the past three weeks of our ten week project, I took up the work to animate the main character of our game. I thought this would be good practice since I’ve been animating some before in Adobe flash, although nothing more complicated than stick figures.The previous experience in animating movement did help. But this time I needed not to animate a straw-thin character, I had to animate a body with some actual mass. I started off with animating the […]

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Program: Graphics

The steep learning curve of animation.

During the past three weeks of our ten week project, I took up the work to animate the main character of our game. I thought this would be good practice since I’ve been animating some before in Adobe flash, although nothing more complicated than stick figures.The previous experience in animating movement did help. But this time I needed not to animate a straw-thin character, I had to animate a body with some actual mass. I started off with animating the […]

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Program: Graphics

10 week game project


This week I have worked with doing the parallax background. The one image above is a test of how it might look in the end. We want something like mountains at night with a moon in the back. And use dark colors to get the feel we want for the game wich is lonely/melancholy. We want it to have a cartoonish look and the world it takes place in is old China and Japan, so we take inspiration from […]

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Program: Graphics

10 week game project


This week I have worked with doing the parallax background. The one image above is a test of how it might look in the end. We want something like mountains at night with a moon in the back. And use dark colors to get the feel we want for the game wich is lonely/melancholy. We want it to have a cartoonish look and the world it takes place in is old China and Japan, so we take inspiration from […]

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Program: Graphics

Artifact Blogpost


I will be talking about an artifact I’ve worked on this week. I’ve been working on a functionality for hiding, it has been delayed by several things. At first i was starting work on the guards until i checked my phone and saw that Oliver had already started doing that so that’s two hours down the drain. Then Git stopped working and delayed me for another three hours. Eventually i was able to do actual work on it however. First […]

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Program: Programming

Artifact Blogpost


I will be talking about an artifact I’ve worked on this week. I’ve been working on a functionality for hiding, it has been delayed by several things. At first i was starting work on the guards until i checked my phone and saw that Oliver had already started doing that so that’s two hours down the drain. Then Git stopped working and delayed me for another three hours. Eventually i was able to do actual work on it however. First […]

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Program: Programming

University Projects: Escape 2.0

Hey everyone!
Started on a new university project  and we are supposed to be keeping a weekly blog up so I guess I will start here. In this project my role is that of a Designer and Artist. I fill in niches and help getting bigger parts done most of the time right now though.
So this week my work has been separated into 2 different artifacts if we could say that. My job is to finish both the elevator pitch and […]

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Program: Graphics

University Projects: Escape 2.0

Hey everyone!
Started on a new university project  and we are supposed to be keeping a weekly blog up so I guess I will start here. In this project my role is that of a Designer and Artist. I fill in niches and help getting bigger parts done most of the time right now though.
So this week my work has been separated into 2 different artifacts if we could say that. My job is to finish both the elevator pitch and […]

/ Comments Off on University Projects: Escape 2.0
Program: Graphics

University Projects: Escape 2.0

Hey everyone!
Started on a new university project (Surpriiiiiise!) and we are supposed to be keeping a weekly blog up so I guess I will start here. In this project my role is that of a Designer and Artist. I fill in niches and help getting bigger parts done most of the time right now though.
So this week my work has been separated into 2 different artifacts if we could say that. My job is to finish both the elevator pitch […]

/ Comments Off on University Projects: Escape 2.0
Program: Graphics

University Projects: Escape 2.0

Hey everyone!
Started on a new university project (Surpriiiiiise!) and we are supposed to be keeping a weekly blog up so I guess I will start here. In this project my role is that of a Designer and Artist. I fill in niches and help getting bigger parts done most of the time right now though.
So this week my work has been separated into 2 different artifacts if we could say that. My job is to finish both the elevator pitch […]

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Program: Graphics

SoundRipples, Guard Patrolling and Light-prototype

I have been working on two things today. I continued with our guard’s detection of sounds around them and got our PatrolState working.
I’m having a SoundRippleManager to hold a vector of SoundRipples, which is basically an object with position, volume and time alive. The SoundRipple will stay alive for about 1 second and during this time it will draw an expanding circle from its origin to represent our visual respond to the sound.
When a new SoundRipple is created it checks […]

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Program: Programming

SoundRipples, Guard Patrolling and Light-prototype

I have been working on two things today. I continued with our guard’s detection of sounds around them and got our PatrolState working.
I’m having a SoundRippleManager to hold a vector of SoundRipples, which is basically an object with position, volume and time alive. The SoundRipple will stay alive for about 1 second and during this time it will draw an expanding circle from its origin to represent our visual respond to the sound.
When a new SoundRipple is created it checks […]

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Program: Programming

Suit Em Up Dev Post 2

Well, I haven’t written in this thing for quite some time now, have I…
Some things have happened and I guess I have to make an half-hearted effort to write about it. The problem is that there doesn’t seem to happen enough in one day to warrant a blog post, not to mention that this isn’t relly my idea of fun.
But… whatever, I gotta do this before I fall way too far behind. We’ve pretty much completed the SCRUM plan and […]

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Program: Programming

Suit Em Up Dev Post 2

Well, I haven’t written in this thing for quite some time now, have I…
Some things have happened and I guess I have to make an half-hearted effort to write about it. The problem is that there doesn’t seem to happen enough in one day to warrant a blog post, not to mention that this isn’t relly my idea of fun.
But… whatever, I gotta do this before I fall way too far behind. We’ve pretty much completed the SCRUM plan and […]

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Program: Programming

Game dev – Programming – Rooms, collisions, pause state, textiles and prioritizing work

Intro
Much has been done with the project, I will describe the different parts that I was a part of. Each part is described in detail in each section.

I made a RoomManager which holds and handles, you guessed it, rooms.
I worked with Malin Lundqvist with collisions between room walls and the avatar, line vs circle collision.
I created a pause state which uses Jonas Lundgrens StateManager, which “freezes” the PlayState logic while still drawing it.
I added textiles that are objects able to […]

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Program: Programming

Game dev – Programming – Rooms, collisions, pause state, textiles and prioritizing work

Intro
Much has been done with the project, I will describe the different parts that I was a part of. Each part is described in detail in each section.

I made a RoomManager which holds and handles, you guessed it, rooms.
I worked with Malin Lundqvist with collisions between room walls and the avatar, line vs circle collision.
I created a pause state which uses Jonas Lundgrens StateManager, which “freezes” the PlayState logic while still drawing it.
I added textiles that are objects able to […]

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Program: Programming

The Tutorial

The other day we had a great discussion about level design. We drew the map on a whiteboard showing the bosses and the players’ spawnpoint. Then we discussed where to put all the pickups (textiles) to best help the player.
We also discussed the tutorial path. When you start the game you will get a short but informative tutorial. Have you played the game before you don’t have to follow it, just run past it.

Red dot = spawnpoint
Black dot = […]

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Program: Programming

The Tutorial

The other day we had a great discussion about level design. We drew the map on a whiteboard showing the bosses and the players’ spawnpoint. Then we discussed where to put all the pickups (textiles) to best help the player.
We also discussed the tutorial path. When you start the game you will get a short but informative tutorial. Have you played the game before you don’t have to follow it, just run past it.

Red dot = spawnpoint
Black dot = […]

/ Comments Off on The Tutorial
Program: Programming