Daily Archives: February 19, 2015
Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]
Sprites is the subject for this week. I will present and examine the ones I´ve been working on during the week. I´ll try to cover the process in as much detail as possible and give you some tips and ideas that helped me along the way.
So here are one of the sprites I made this week, shown as an animated gif to give you an idea of what the end result may look like.
As I´m sure there are more […]
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här
Fancy shot!
Continueing the Fancy Mansion project, the game where a theif invade the home of a rich old man. In the game, all the player have to do is to grab as much stuff, money and jewelry as possible and evade the old man. In order to get a working game we … – Läs hela inlägget här
The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]
The boomerang
A brief explanation:
So in our game, you play as a burglar in a big, badly lit mansion, and the only source of light you have is a glow stick that act as a boomerang, which of course means that the player can throw this to light up a distant area. As any good boomerang, it always returns to the thrower.
The player throws the boomerang using the right mouse button. It flies towards the courser and returns to the player when […]
Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]
Mole-directions and digging-animation
In the fifth week of development, me and the team prepare ourselves for the alpha presentation on friday.
During friday last week, I was finaly done with the mole sprite ones and for all. Here’s his final look.
I finished fixing his left arm and some minor parts of his body. Now he looks like a fully fletched character.
After friday, during the weekend, I spent the time in my home on the mainland and this was really lucky […]
The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]
The eighth passenger of Icaros 1
Going from white, sterile spaceship interiors to slimy (probably unhygienic) alien stowaways; I was put in charge of designing and animating the first enemy the player will encounter in the game. The original concept document already had completed enemy designs but the group found them to be more adorable than terrifying, which did not really match the tone we were going for. One of the main aesthetics of the game is the dark and haunting atmosphere of being aboard a […]
GAME DEVELOPMENT WEEKLY BLOG POST NR2. Sprite sheet
This week I have done some some new stuff, this stuff is called sprite sheet. A sprite is a single graphic image that is incorporated into a larger scene so that it appears to be part of the scene. When you put many sprites into a single image you get a sprite sheet. Sprite sheets are used to speed up the process of displaying images to the screen. Sprite sheet animation is sprites that rendering in a quick succession to […]
GAME DEVELOPMENT WEEKLY BLOG POST NR2. Sprite sheet
This week I have done some some new stuff, this stuff is called sprite sheet. A sprite is a single graphic image that is incorporated into a larger scene so that it appears to be part of the scene. When you put many sprites into a single image you get a sprite sheet. Sprite sheets are used to speed up the process of displaying images to the screen. Sprite sheet animation is sprites that rendering in a quick succession to […]
Alpha week
This week has been a very hectic one, as we been getting closer and closer to the day that our alpha build has to be done. Last week we had gotten a lot of criticism from Marcus and our team morale was on an all time low. But i feel like we turned it around this week and that we have something of worth that we can show at our alpha presentation.
One thing that I’ve been working on this week […]
Alpha week
This week has been a very hectic one, as we been getting closer and closer to the day that our alpha build has to be done. Last week we had gotten a lot of criticism from Marcus and our team morale was on an all time low. But i feel like we turned it around this week and that we have something of worth that we can show at our alpha presentation.
One thing that I’ve been working on this week […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]
Level design & presentation
Second post of this project!
There really won’t be much to write about this past week since the weekend went to other things and then I got struck by a pretty nasty cold. I only got to work on things related to the project these last few days.
What I did work on was drafts of a few ideas for the level design and the alpha presentation.
The level design drafts was basically a few ideas put down on paper about how we […]
Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]
Blogpost no. 2: Power Ups / Uppgraderingar
Tjenare,
Ikväll tänkte jag ta inlägget på svenska istället. Lite variation skadar ju inte!
Så, under den här veckan har jag återigen arbetat med ett par olika artefakter. Men mitt ansvarsområde har varit power ups, eller tillfälliga uppgraderingar.
En power up är en funktion som finns i många spel där man genom att interagera med vissa saker får extra mycket kraft på något sätt. Man får ett tillfälligt övertag över sin motståndare.
Som krav i vår uppgift så skall man ha med power ups, […]
Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]
Player Avatar – Walk animation
Work on building a game is progressing, and last week I wrote about the test animation I did for the player avatar. Now, before I go into detail about my process while doing the first attempt at a proper animation, let’s do a quick run-through of what the game is really about.
My group, also known as Team 1, are working on the game “The Fancy Mansion Heist” (working title), which is about a burglar breaking into the luxurious mansion of Mr. […]
Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]
Last Signal – Player Power Ups.
So this week I have been working on implementing the power ups the player while be able to pick up from the world. This was an important feature we needed to have for our presentation of the alpha version of our game.
The Power ups works whit our Room system that then draws them into our world for the player to collect. The room system is described in better detail at (http://antonclasson.com/2015/02/19/last-signal-room-system/). But described in a few words it […]