Monthly Archives: January 2015
Holiday Drawings and back on the Isle!
I had this drawing spree during my winter vacation. Animals, environtment and first try with anime fanart after watching the fantastic series SAO – Sword Art Online.Experimenting with different colors is what I enjoy the most at this moment. I also tried out a new technique using only the lasso tool while creating the mountains on the Mountain climber painting. The process turned out to be much faster and more efficient than having to draw them by hand like I […]
Holiday Drawings and back on the Isle!
I had this drawing spree during my winter vacation. Animals, environtment and first try with anime fanart after watching the fantastic series SAO – Sword Art Online.Experimenting with different colors is what I enjoy the most at this moment. I also tried out a new technique using only the lasso tool while creating the mountains on the Mountain climber painting. The process turned out to be much faster and more efficient than having to draw them by hand like I […]
Final push!
Hi!
This is the final week for our project. This past week me and Joeis have been working around the clock trying to get this game ready to present. Yesterday was the day we were supposed to present our game, and Tuesday we really pushed to get our VG features in the game. we stayed up until 3 am working, and when I got home I messed up and forgot to activate my alarm and woke up to realize that the […]
Final push!
Hi!
This is the final week for our project. This past week me and Joeis have been working around the clock trying to get this game ready to present. Yesterday was the day we were supposed to present our game, and Tuesday we really pushed to get our VG features in the game. we stayed up until 3 am working, and when I got home I messed up and forgot to activate my alarm and woke up to realize that the […]
Sköldarna!
Det sista stora som behövs fixas är sköldarna i Space Invaders. När jag började på dem visste jag inte vart jag skulle börja men en klasskamrat gav mig idén om att bara använda det som vi lärt oss skriva i Arkanoid-spelet. Jag skrev kod som liknade … – Läs hela inlägget här
Sköldarna!
Det sista stora som behövs fixas är sköldarna i Space Invaders. När jag började på dem visste jag inte vart jag skulle börja men en klasskamrat gav mig idén om att bara använda det som vi lärt oss skriva i Arkanoid-spelet. Jag skrev kod som liknade … – Läs hela inlägget här
It’s actually fine
Good news. We have a game after all.
We finally managed to get help on drawing our 3d models as well as our 2d models. With this done we were able to create working HUD and draw 3d objects on the screen. Tomorrow we will use this to create actual 3d models to assign to the existing game objects and make sure the game logic works properly and we’ll be all done.
As it turns out, there were several issues with our […]
It’s actually fine
Good news. We have a game after all.
We finally managed to get help on drawing our 3d models as well as our 2d models. With this done we were able to create working HUD and draw 3d objects on the screen. Tomorrow we will use this to create actual 3d models to assign to the existing game objects and make sure the game logic works properly and we’ll be all done.
As it turns out, there were several issues with our […]
Week 6 – Bomberman level
In this week of Game Programming 1 we started working on our map for our bomberman level. The original bomberman level is built up by three different types of blocks, solid blocks, background blocks and breakable blocks. So we decided to create a class for each one of these blocks. To more easily edit the level, we wanted to load in the level from a txt file. We had alot of problems with getting this to work, but by looking […]
Week 6 – Bomberman level
In this week of Game Programming 1 we started working on our map for our bomberman level. The original bomberman level is built up by three different types of blocks, solid blocks, background blocks and breakable blocks. So we decided to create a class for each one of these blocks. To more easily edit the level, we wanted to load in the level from a txt file. We had alot of problems with getting this to work, but by looking […]
Starting on My First Mod Pack – A Quick Post
Ok, so I have had plans for starting my modding “career” with GTA V when it launches later this January and I have already started to do some minor research on what I want to do. Well, I guess I’ll have to wait a bit longer since the game got pushed back to March 24 (instead of January 27).
I would have wanted to get the game before starting to design the models and what not, to get an understanding of […]
Starting on My First Mod Pack – A Quick Post
Ok, so I have had plans for starting my modding “career” with GTA V when it launches later this January and I have already started to do some minor research on what I want to do. Well, I guess I’ll have to wait a bit longer since the game got pushed back to March 24 (instead of January 27).
I would have wanted to get the game before starting to design the models and what not, to get an understanding of […]
Still More Dev Diary ~ Last Stand
Huff puff. Last night of work on our final assignment for Game Programming I. Spears were shaken, shields were splintered, a sore night, a red night, and the sun rises.
14/1 17:00-23:00
To do:
COMMENTING! ai in skeleton. -done
Made hearts drop “randomly” – rather than mess with srand and seeding, partner came up with the idea to have the hearts drop if the skeleton is killed while the player is on an even tile. If the skeleton is killed while the player is […]
Still More Dev Diary ~ Last Stand
Huff puff. Last night of work on our final assignment for Game Programming I. Spears were shaken, shields were splintered, a sore night, a red night, and the sun rises.
14/1 17:00-23:00
To do:
COMMENTING! ai in skeleton. -done
Made hearts drop “randomly” – rather than mess with srand and seeding, partner came up with the idea to have the hearts drop if the skeleton is killed while the player is on an even tile. If the skeleton is killed while the player is […]
Is it fine? Magic 8-ball doubtful.
Today we worked together as the entire group for the first time in several weeks. It felt good, too bad the time for the project is basically out and we still couldn’t solve the drawing issues.
Before lunch I pretty much finished as much of the project report i could write before having finished the project. In the afternoon when the rest of the group arrived we all started working on our individual parts of rendering, I worked on drawing out […]
Is it fine? Magic 8-ball doubtful.
Today we worked together as the entire group for the first time in several weeks. It felt good, too bad the time for the project is basically out and we still couldn’t solve the drawing issues.
Before lunch I pretty much finished as much of the project report i could write before having finished the project. In the afternoon when the rest of the group arrived we all started working on our individual parts of rendering, I worked on drawing out […]
Mario Clone Update 3
This week I’ve added enemies and powerups. I’ve also implemented animations for the enemies and the player. I have some bugs regarding how the animation changes when you hit an enemy or when you pick up a powerup, hpoefully i can fix it.
Next on my list of things to implement are states, a menustate and a deadstate.
Mario Clone Update 3
This week I’ve added enemies and powerups. I’ve also implemented animations for the enemies and the player. I have some bugs regarding how the animation changes when you hit an enemy or when you pick up a powerup, hpoefully i can fix it.
Next on my list of things to implement are states, a menustate and a deadstate.
Space Invaders – Making the enemies shoot
One of my task was to make the space invaders shot at the player. We used block code in the Arcanoid engine as our enemies and the ball code for the projectiles the player can shoot. I thought the code in the ball could be reused for the enemy’s projectile so I created Bullet.cpp and Bullet.h using largely the same structure as the Ball.cpp and Ball.h.
I then used the code in the GameState for making the ball (or projectile) follow […]
Space Invaders – Making the enemies shoot
One of my task was to make the space invaders shot at the player. We used block code in the Arcanoid engine as our enemies and the ball code for the projectiles the player can shoot. I thought the code in the ball could be reused for the enemy’s projectile so I created Bullet.cpp and Bullet.h using largely the same structure as the Ball.cpp and Ball.h.
I then used the code in the GameState for making the ball (or projectile) follow […]
Helping programmers
During the winter break, I didn’t get much drawing done. I did some small work on the assignment we were given, but didn’t finish it until I got back to the island. However, I did help some programmers with their art in the game they are making; to program a game is their final assignment. I was asked to draw two different blocks; one solid and one that could be destroyed, a background, two players, an enemy, a bomb and an explosion. […]
Helping programmers
During the winter break, I didn’t get much drawing done. I did some small work on the assignment we were given, but didn’t finish it until I got back to the island. However, I did help some programmers with their art in the game they are making; to program a game is their final assignment. I was asked to draw two different blocks; one solid and one that could be destroyed, a background, two players, an enemy, a bomb and an explosion. […]
Still More Dev Diary
13/1 18:00-22:00
Addressed an animation bug that was locking directional movement on a single frame (animations were being set to a null value if the player was standing still, in order to preserve the directional the player was last moving in. This was addressed by setting the last direction check after the player stops moving to a nonsense value. This prevents smooth animation (frame continues where it last left off if you stop moving) but also removes the movement bug.
Fixed sound […]
Still More Dev Diary
13/1 18:00-22:00
Addressed an animation bug that was locking directional movement on a single frame (animations were being set to a null value if the player was standing still, in order to preserve the directional the player was last moving in. This was addressed by setting the last direction check after the player stops moving to a nonsense value. This prevents smooth animation (frame continues where it last left off if you stop moving) but also removes the movement bug.
Fixed sound […]