Daily Archives: March 13, 2014
Tying up loose ends
This week I’ve mostly been working on getting the final editing done to all of the sounds that we are going to use in our game. To ensure an even level of volume I had to apply either one of these tools – Audio normalization or Compression.
Audio Normalization Audio normalization is the process of adding a constant amount of gain to an audio recording to bring the average or peak amplitude to a target level. What this means is that you change […]
Tying up loose ends
This week I’ve mostly been working on getting the final editing done to all of the sounds that we are going to use in our game. To ensure an even level of volume I had to apply either one of these tools – Audio normalization or Compression.
Audio Normalization Audio normalization is the process of adding a constant amount of gain to an audio recording to bring the average or peak amplitude to a target level. What this means is that you change […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Project – Week 6
It’s the Beta for our game tomorrow, and it’s getting a bit stressful to get all things done.
There’s still some animations that needs to be done on both the player and enemy character, and there have been a few things that haven’t gone as I expected during the project… which has taken a lot of time from me. I’m working a lot on the problems though, and luckily I’m doing pretty okay right now.
Today I’m going to talk about the […]
Project – Week 6
It’s the Beta for our game tomorrow, and it’s getting a bit stressful to get all things done.
There’s still some animations that needs to be done on both the player and enemy character, and there have been a few things that haven’t gone as I expected during the project… which has taken a lot of time from me. I’m working a lot on the problems though, and luckily I’m doing pretty okay right now.
Today I’m going to talk about the […]
Project – Week 6
It’s the Beta for our game tomorrow, and it’s getting a bit stressful to get all things done.
There’s still some animations that needs to be done on both the player and enemy character, and there have been a few things that haven’t gone as I expected during the project… which has taken a lot of time from me. I’m working a lot on the problems though, and luckily I’m doing pretty okay right now.
Today I’m going to talk about the […]
Project – Week 6
It’s the Beta for our game tomorrow, and it’s getting a bit stressful to get all things done.
There’s still some animations that needs to be done on both the player and enemy character, and there have been a few things that haven’t gone as I expected during the project… which has taken a lot of time from me. I’m working a lot on the problems though, and luckily I’m doing pretty okay right now.
Today I’m going to talk about the […]
Game Project Week 8 – Adding Details
This week I continued my work with the environment adding details which I have covered in an earlier blog post so I’m just going to go into more depth about the work flow.
I started to fringe the edges using a couple brushes that I created earlier. I placed the fringe in a layer which is placed underneath the texture layer, at that point it looked pretty badly and nothing like a thorn piece of clothing, which I was aiming for. […]
Game Project Week 8 – Adding Details
This week I continued my work with the environment adding details which I have covered in an earlier blog post so I’m just going to go into more depth about the work flow.
I started to fringe the edges using a couple brushes that I created earlier. I placed the fringe in a layer which is placed underneath the texture layer, at that point it looked pretty badly and nothing like a thorn piece of clothing, which I was aiming for. […]
Ms X 2.0
This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.
I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]
Ms X 2.0
This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.
I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]
Week 8
This week I have among other things been restructuring the HUD, or head-up display. We chose to place the pumpmeter (which can be seen in previous posts) at the bottom of the screen instead of having it in the top left corner. This in turn called for some changes to the HUD as a whole, so after a few different drafts it came down to the designs that I will present in this post.
Our HUD consists of the pumpmeter, a […]
Week 8
This week I have among other things been restructuring the HUD, or head-up display. We chose to place the pumpmeter (which can be seen in previous posts) at the bottom of the screen instead of having it in the top left corner. This in turn called for some changes to the HUD as a whole, so after a few different drafts it came down to the designs that I will present in this post.
Our HUD consists of the pumpmeter, a […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Making a Game Part 5 – The Options Screen
This week I made the options-screen for our game, something that I thought would be pretty straight forward but actually turned out to be pretty difficult.
After creating the state using the framework from the other states I made the button in the Main Menu-state lead into the Options and then started working on some sliders for volume-control, the sliders image was skilfully made by yours truly and is really a pure work of art:
In reality though, it looks awful […]
Suit Em’ Up – Ben Bugger
Hello!
This week I’ve been working on one out of two pre-bosses of our game. His name is Ben Bugger. He is a large blue-ish bug who rolls around on his huge ball of crap trying to roll over you and smash you Indiana jones-style. He also squirts goo all over the place to slow you down, but the smart player will try to kite him in to the goo and slow him down instead.
Here is how he look facing the […]
Suit Em’ Up – Ben Bugger
Hello!
This week I’ve been working on one out of two pre-bosses of our game. His name is Ben Bugger. He is a large blue-ish bug who rolls around on his huge ball of crap trying to roll over you and smash you Indiana jones-style. He also squirts goo all over the place to slow you down, but the smart player will try to kite him in to the goo and slow him down instead.
Here is how he look facing the […]
Suit Em’ Up – Ben Bugger
Hello!
This week I’ve been working on one out of two pre-bosses of our game. His name is Ben Bugger. He is a large blue-ish bug who rolls around on his huge ball of crap trying to roll over you and smash you Indiana jones-style. He also squirts goo all over the place to slow you down, but the smart player will try to kite him in to the goo and slow him down instead.
Here is how he look facing the […]
Suit Em’ Up – Ben Bugger
Hello!
This week I’ve been working on one out of two pre-bosses of our game. His name is Ben Bugger. He is a large blue-ish bug who rolls around on his huge ball of crap trying to roll over you and smash you Indiana jones-style. He also squirts goo all over the place to slow you down, but the smart player will try to kite him in to the goo and slow him down instead.
Here is how he look facing the […]
Reflektion av veckans arbete: Vecka 5
Denna vecka har jag mest fortsatt på redan påbörjade saker, tillexempel animerat enemy:n från förra veckan. Gjort en game over screen mockup, fortsatt att bygga på options till en in game version och så vidare. Något jag också gjort är tutorial buttons. Vi hade tänkt oss att knapparna man ska använda ska dyka upp på skärmen och sedan försvinna när de används, i en steg för steg guide. Alltså så kommer knapparna som kontrollerar avataren upp först, sedan hur man […]
Reflektion av veckans arbete: Vecka 5
Denna vecka har jag mest fortsatt på redan påbörjade saker, tillexempel animerat enemy:n från förra veckan. Gjort en game over screen mockup, fortsatt att bygga på options till en in game version och så vidare. Något jag också gjort är tutorial buttons. Vi hade tänkt oss att knapparna man ska använda ska dyka upp på skärmen och sedan försvinna när de används, i en steg för steg guide. Alltså så kommer knapparna som kontrollerar avataren upp först, sedan hur man […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]
Heads Up Display
Who does not like a good HUD¹?
You can show a lot with a HUD, and there is almost always a reason to implement it. Because you want to be able to give instant feedback to the player. Such as health increase or an increase of ammo.
However making an HUD is not always easy. It is easy to make it clumsy and irrelevant, with a lot of unnecessary information.
Though there is much to be said about HUD’s, the thing that […]