Monthly Archives: December 2014
Slumpmässig karta
När jag började med den här uppgiften trodde jag att det var självklart att jag skulle använda mig av två-dimensionella arrayer. Som att göra ett nät där jag kan slumpmässigt lägga ut tecken. Ju mer jag höll på med min två-dimensionella array … – Läs hela inlägget här
Slumpmässig karta
När jag började med den här uppgiften trodde jag att det var självklart att jag skulle använda mig av två-dimensionella arrayer. Som att göra ett nät där jag kan slumpmässigt lägga ut tecken. Ju mer jag höll på med min två-dimensionella array … – Läs hela inlägget här
Arkanoid
Time for another classic!
This time we spent a week creating a basic version of Arkanoid. We’ve now gotten into the practice of separating interface from implementation via the use of header files and .cpp files, as well as through the use of an abstract class with pure virtual functions. Pure virtual functions are useful for declaring functions whose implementation is going to vary. They have no body when they are declared, and must be implemented in child classes. This way, […]
Arkanoid
Time for another classic!
This time we spent a week creating a basic version of Arkanoid. We’ve now gotten into the practice of separating interface from implementation via the use of header files and .cpp files, as well as through the use of an abstract class with pure virtual functions. Pure virtual functions are useful for declaring functions whose implementation is going to vary. They have no body when they are declared, and must be implemented in child classes. This way, […]
Project. Zelda. 5SD022 . Andreas Ludnmark
This is a little late blog about my project.
I have started coding the window and will soon implement a player that can move.
My project game that i will clone is Zelda1 and I will use Visualstudio C++ to do it.
More information will be presented at the next post.
Thanks for reading.
Project. Zelda. 5SD022 . Andreas Ludnmark
This is a little late blog about my project.
I have started coding the window and will soon implement a player that can move.
My project game that i will clone is Zelda1 and I will use Visualstudio C++ to do it.
More information will be presented at the next post.
Thanks for reading.
Making Skelly Dungeon, a Zelda clone part 1
I have now started working on the last assignments for the first programming course. The assignment consists of using SDL, a library for media functionality additions to C++, to make a clone of an old school video game.
The Team
On this assignment I’m working together with Dee Majek whom you can find here: https://gamedesignandthings.wordpress.com/
The Game
We’ve chosen the first Zelda game for NES to clone. We wanted to make something along the line of a dungeon crawler inspired buy nethack, but since […]
Making Skelly Dungeon, a Zelda clone part 1
I have now started working on the last assignments for the first programming course. The assignment consists of using SDL, a library for media functionality additions to C++, to make a clone of an old school video game.
The Team
On this assignment I’m working together with Dee Majek whom you can find here: https://gamedesignandthings.wordpress.com/
The Game
We’ve chosen the first Zelda game for NES to clone. We wanted to make something along the line of a dungeon crawler inspired buy nethack, but since […]
Alumni and future plans
Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]
Alumni and future plans
Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]
Alumni and future plans
Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]
Alumni and future plans
Hi there!
It has been some moths since I last wrote here, so I figured it was time for an update.
Right now I’m taking a Game Design course where we are asked to make a game in one or two weeks depending on the assignment. We are divided in random groups, without any rules other then that there is 3 or 4 students in each group. This means that you might end up in a group with only graphical students or […]
Being consistent in the design process; a reflective article about stereotypes.
The war against a common enemy clearly shows how world governments would gather the “affected” people under the same roof of comfort. How can we unite the people? Give them a common enemy.
The notion runs deep in the human psychology and works in the way we perceive different attributes in people, whether it is the attraction between genders or the face which we perceive as one to be feared.
Looking at how majority of the entertainment business go about their way […]
Being consistent in the design process; a reflective article about stereotypes.
The war against a common enemy clearly shows how world governments would gather the “affected” people under the same roof of comfort. How can we unite the people? Give them a common enemy.
The notion runs deep in the human psychology and works in the way we perceive different attributes in people, whether it is the attraction between genders or the face which we perceive as one to be feared.
Looking at how majority of the entertainment business go about their way […]
Programming 3, Skybox
This week we have been creating a skybox in our 3D-project. Tho create a skybox there are two things you must keep in mind; that you always is in the skybox (important for culling) and that a skybox isn’t an object in the traditional meaning.
Let’s compare the skybox to our box. A box has several sides built up from vertices, in this aspect the box and skybox is almost identical, only thing that separates them are that the skybox does […]
Programming 3, Skybox
This week we have been creating a skybox in our 3D-project. Tho create a skybox there are two things you must keep in mind; that you always is in the skybox (important for culling) and that a skybox isn’t an object in the traditional meaning.
Let’s compare the skybox to our box. A box has several sides built up from vertices, in this aspect the box and skybox is almost identical, only thing that separates them are that the skybox does […]
Programming 3, Skybox
This week we have been creating a skybox in our 3D-project. Tho create a skybox there are two things you must keep in mind; that you always is in the skybox (important for culling) and that a skybox isn’t an object in the traditional meaning.
Let’s compare the skybox to our box. A box has several sides built up from vertices, in this aspect the box and skybox is almost identical, only thing that separates them are that the skybox does […]
Programming 3, Skybox
This week we have been creating a skybox in our 3D-project. Tho create a skybox there are two things you must keep in mind; that you always is in the skybox (important for culling) and that a skybox isn’t an object in the traditional meaning.
Let’s compare the skybox to our box. A box has several sides built up from vertices, in this aspect the box and skybox is almost identical, only thing that separates them are that the skybox does […]
Gotland Game Jam
Last weekend some classmates and I joined the Gotland Game Jam, which is a 43 hour event where you simply make games.
The theme for the event was “Two Button(s)”, and we made the game Super Mash Buttons which is a two-player game where you play as buttons fighting each other. Our game came in second place and recieved generally positive feedback, which was a lot of fun!
Here is a link to the game, feel free to try it […]
Gotland Game Jam
Last weekend some classmates and I joined the Gotland Game Jam, which is a 43 hour event where you simply make games.
The theme for the event was “Two Button(s)”, and we made the game Super Mash Buttons which is a two-player game where you play as buttons fighting each other. Our game came in second place and recieved generally positive feedback, which was a lot of fun!
Here is a link to the game, feel free to try it […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]