Monthly Archives: January 2015
Week 5 – Arkanoid & Collision
This week we completed Arkanoid. The game is fully functional and the code is the code we are going to use for our own project. In the final version of Arkanoid, we implemented collision for the different objects in the game. The collision checks if an objects half width plus the other objects half width is bigger than one of the objects width. We also implented SpriteText, this is useful when you want to write out text on your screen.
We have […]
Week 5 – Arkanoid & Collision
This week we completed Arkanoid. The game is fully functional and the code is the code we are going to use for our own project. In the final version of Arkanoid, we implemented collision for the different objects in the game. The collision checks if an objects half width plus the other objects half width is bigger than one of the objects width. We also implented SpriteText, this is useful when you want to write out text on your screen.
We have […]
Post Mortem: Motion Capture Soldier Shoot
Here is another Post Mortem covering my reflections of the shoot we did in class before Christmas.
Post Mortem: Motion Capture Soldier Shoot
Here is another Post Mortem covering my reflections of the shoot we did in class before Christmas.
week 7: Boomberman Game movement
This week we started by finishing the map it printed out every thing and it looked good! The problem we had was minor. We had said that it should print out blocks solidblocks and background in the wrong order. This was fixxed easy by changing up in what order they was printed out in.
We also started working on movement. We managed to print out the player on screen and got him to walk. But we wanted our movement to be […]
week 7: Boomberman Game movement
This week we started by finishing the map it printed out every thing and it looked good! The problem we had was minor. We had said that it should print out blocks solidblocks and background in the wrong order. This was fixxed easy by changing up in what order they was printed out in.
We also started working on movement. We managed to print out the player on screen and got him to walk. But we wanted our movement to be […]
week 7: Boomberman Game movement
This week we started by finishing the map it printed out every thing and it looked good! The problem we had was minor. We had said that it should print out blocks solidblocks and background in the wrong order. This was fixxed easy by changing up in what order they was printed out in.
We also started working on movement. We managed to print out the player on screen and got him to walk. But we wanted our movement to be […]
week 7: Boomberman Game movement
This week we started by finishing the map it printed out every thing and it looked good! The problem we had was minor. We had said that it should print out blocks solidblocks and background in the wrong order. This was fixxed easy by changing up in what order they was printed out in.
We also started working on movement. We managed to print out the player on screen and got him to walk. But we wanted our movement to be […]
Programming: SDL2 Native functions (cont.)
In this post, I want to present remaining important SDL2 functions that were used in Araknoid coding sessions.
First, one more SDL object type.
SDL_Event
– a grouping of objects that refer to user input events. Objects of this type are declared by the programmer but are filled with meaningful data by a special function, SDL_PollEvent()
SDL_PollEvent()
SDL_PollEvent(&event)
In SDL, when the user moves a mouse, presses a key on the keyboard etc., an input event of appropriate type is added to the event queue. […]
Programming: SDL2 Native functions (cont.)
In this post, I want to present remaining important SDL2 functions that were used in Araknoid coding sessions.
First, one more SDL object type.
SDL_Event
– a grouping of objects that refer to user input events. Objects of this type are declared by the programmer but are filled with meaningful data by a special function, SDL_PollEvent()
SDL_PollEvent()
SDL_PollEvent(&event)
In SDL, when the user moves a mouse, presses a key on the keyboard etc., an input event of appropriate type is added to the event queue. […]
New year, new week, and a new console
My WiiU finally arrived in the mail today, wonderful. I might even have some time to play tonight after all the system update downloads are done; because tomorrow i return to town where i will probably stay until next Friday.
Had a good day today touched up on some of the collision and input logic. Most of it should be in now, when a specific button is pressed the game state calls a function of the corresponding player(currently all the players) […]
New year, new week, and a new console
My WiiU finally arrived in the mail today, wonderful. I might even have some time to play tonight after all the system update downloads are done; because tomorrow i return to town where i will probably stay until next Friday.
Had a good day today touched up on some of the collision and input logic. Most of it should be in now, when a specific button is pressed the game state calls a function of the corresponding player(currently all the players) […]
v.8
Denna vecka har jag jobbat lite mer med kollision. Jag försökte få till att när gubbe går in i en boll så ska bollen försvinna och att dom som är kvar inte längre har någon kollision, alltså att dom blir vanliga sprites igen. Det gick ingen vidare.
Jag försökte även göra rätt men som man kan se på bilden så var inte det så enkelt. Gubben är för liten och pokemonbollarna för stora.
Jag ska försöka fixa det så att jag kan […]
v.8
Denna vecka har jag jobbat lite mer med kollision. Jag försökte få till att när gubbe går in i en boll så ska bollen försvinna och att dom som är kvar inte längre har någon kollision, alltså att dom blir vanliga sprites igen. Det gick ingen vidare.
Jag försökte även göra rätt men som man kan se på bilden så var inte det så enkelt. Gubben är för liten och pokemonbollarna för stora.
Jag ska försöka fixa det så att jag kan […]
Programming: SDL2 Native Functions
We’re using SDL 2 library to create our first games. This library allows low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D.
In our first working game, Arkanoid, we used about 20 SDL2’s functions. I’m going to describe them in this post.
SDL_Init() and SDL_Quit()
SDL_Init(flags)
The two functions initialize and quit the SDL system, respectively. You have to initialize SDL to be able to make use of functions provided by the SDL or to quit it to […]
Programming: SDL2 Native Functions
We’re using SDL 2 library to create our first games. This library allows low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D.
In our first working game, Arkanoid, we used about 20 SDL2’s functions. I’m going to describe them in this post.
SDL_Init() and SDL_Quit()
SDL_Init(flags)
The two functions initialize and quit the SDL system, respectively. You have to initialize SDL to be able to make use of functions provided by the SDL or to quit it to […]
Week 6 : Boomberman Game
This week we started working on the Map in the game, we made a new Class for SolidBlock. We decided to make the map from a .txt file so we could change the map how we wanted to.
We had loads of problem with getting the code to read from our text file. But then we got it to work by starting over again and review the code from the txt reader lesson.
We finally had our map printed out and when […]
Week 6 : Boomberman Game
This week we started working on the Map in the game, we made a new Class for SolidBlock. We decided to make the map from a .txt file so we could change the map how we wanted to.
We had loads of problem with getting the code to read from our text file. But then we got it to work by starting over again and review the code from the txt reader lesson.
We finally had our map printed out and when […]
Week 6 : Boomberman Game
This week we started working on the Map in the game, we made a new Class for SolidBlock. We decided to make the map from a .txt file so we could change the map how we wanted to.
We had loads of problem with getting the code to read from our text file. But then we got it to work by starting over again and review the code from the txt reader lesson.
We finally had our map printed out and when […]
Week 6 : Boomberman Game
This week we started working on the Map in the game, we made a new Class for SolidBlock. We decided to make the map from a .txt file so we could change the map how we wanted to.
We had loads of problem with getting the code to read from our text file. But then we got it to work by starting over again and review the code from the txt reader lesson.
We finally had our map printed out and when […]
Game programming III – the eight week, work on the third assignment
Hello.
This week was new yers, so little has been done in the way of work. I’ve created and implemented and input class for gamepads and I’ve started working on the particle effects, which will continue on to next week.
Cheers!
Game programming III – the eight week, work on the third assignment
Hello.
This week was new yers, so little has been done in the way of work. I’ve created and implemented and input class for gamepads and I’ve started working on the particle effects, which will continue on to next week.
Cheers!
Game programming III – the eight week, work on the third assignment
Hello.
This week was new yers, so little has been done in the way of work. I’ve created and implemented and input class for gamepads and I’ve started working on the particle effects, which will continue on to next week.
Cheers!
Game programming III – the eight week, work on the third assignment
Hello.
This week was new yers, so little has been done in the way of work. I’ve created and implemented and input class for gamepads and I’ve started working on the particle effects, which will continue on to next week.
Cheers!