Monthly Archives: March 2014
This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:
Sneak
Run
Idle
Dying
Attack
Strafing
Walking
And the guards have:
Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting
And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]
This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:
Sneak
Run
Idle
Dying
Attack
Strafing
Walking
And the guards have:
Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting
And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]
Making a Game Part 4 – Animations
This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]
Making a Game Part 4 – Animations
This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]
Cleaning up a design and working with layered animations
Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]
Cleaning up a design and working with layered animations
Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]
Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Rotating & vanishing Guards
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]
Artifact post: Getting Git working.
This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]
Artifact post: Getting Git working.
This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
10 Week Project – Post 4 – Run Forrest!
Last time I wrote about how to introduce walking and the challenges with that and now it’s time for the mechanic introduction I have been dreading: Sprinting.
As I keep on mentioning in my posts is that we want a minimal HUD and as little pop-ups of information as possible and the reasoning behind that is to distract the player as little as possible and give the player a feeling as they have figured it all out be themselves. […]
10 Week Project – Post 4 – Run Forrest!
Last time I wrote about how to introduce walking and the challenges with that and now it’s time for the mechanic introduction I have been dreading: Sprinting.
As I keep on mentioning in my posts is that we want a minimal HUD and as little pop-ups of information as possible and the reasoning behind that is to distract the player as little as possible and give the player a feeling as they have figured it all out be themselves. […]
Altars done!
Hello again! This week I’ve been working with the Altar and it took a lot longer than I thought. I had a early version of the altar ready that I was working with a bit last week, but it I later noticed this week that the whole perspective of the altar was wrong. This problem was not something that could be fixed with some tweaks, so I had to remake the whole thing.
The sketches I made of the altar.
I […]
Altars done!
Hello again! This week I’ve been working with the Altar and it took a lot longer than I thought. I had a early version of the altar ready that I was working with a bit last week, but it I later noticed this week that the whole perspective of the altar was wrong. This problem was not something that could be fixed with some tweaks, so I had to remake the whole thing.
The sketches I made of the altar.
I […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
The Loneliness of the Long Distance Running Guard
This time around, I present you with the grand première of nameless guard #2, although I guess he would be more of an agent than a regular guard.
At any rate he’s got a fancy fedora and a differently coloured jacked showing a minor attempt at highlights, ‘course those highlights proved to be way too subtle for this resolution, but still being rather inexperienced with sprite sheets I didn’t really want to risk going too strong and having to spend […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]
Project Haunted Light 14-03-05
Last week I spent time working on the main menu for Haunted light, the game me and my group have been working on for some time now. The main menu is going to be rather dark, with a lit candle in the middle that lights up the screen. In the game, the player has a candle, which is their only light source, and the only light source in the game making it rather important, which is why we chose to […]