Daily Archives: February 19, 2015

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

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Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

/ Comments Off on Weekly assignment #2 Enemy Character animations.
Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

/ Comments Off on Weekly assignment #2 Enemy Character animations.
Program: Graphics

Weekly assignment #2 Enemy Character animations.

Greetings you all!
So we are two weeks in to our blog assignment, and that means another blog post! I am going to tell you all about what I have been doing this week, and how i did it, why i did it.
I was assigned to do the walk cycle (walking animations) of our enemy character. Since its for the alpha version this is just a draft, and not a finished version, so it will not be perfect.
First of all a walk […]

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Program: Graphics

Game dev Collision and power ups !

Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

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Program: Programming

Game dev Collision and power ups !

Collision
Early in the week I started to work with the collision function which means the objects (vegetables) should disappear when you hit them. I worked with this function quite a lot, mainly by myself at home. I tested a lot of alternatives and searched for different solutions in literature, at websites etc. I learned a lot and increased my understanding and knowledge but unfortunately I didn´t managed to solve the function. I had a feeling I was very close to […]

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Program: Programming

Game Production: Feature 2

This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

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Program: Graphics

Game Production: Feature 2

This week I have been working on our main characters animations. Beginning with the walk cycles and attack specifically. It has been going pretty good, animation is something that I feel I know how to do since I have studied animation before. The hardest part was to make them look good on such a small model. But after some experimentation and trial and error I came up with a technique that I liked and looked good enough for this project.
Production […]

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Program: Graphics

Powering Up: LightUp

This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]

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Program: Programming

Powering Up: LightUp

This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]

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Program: Programming

Artifact 2, Heartbeat bat

Artifact 2, Heartbeat bat

So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]

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Program: Graphics

Artifact 2, Heartbeat bat

Artifact 2, Heartbeat bat

So this is week two of my blogging about the group 12 game project “heartbeat bat” and this week I am going to write about the construction about the bat character that you play as. In heartbeat bat you play as a bat that is trying to fly as fast as possible without getting hit by any obstacles that slows down your speed or get caught and slowed by enemies. By gathering speed boosts the bat […]

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Program: Graphics

Suggestive pile of sound from the eighties

This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]

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Program: Graphics

Suggestive pile of sound from the eighties

This week I have been working on developing a lot of different sounds for our game: Ambient pressure. The audio I am expected to compose is the one for: The monster fish, repellent power up, guiding arrow power up, a common sound for when all power ups are picked up and last but not least the menu music. Since I am only supposed to write about one certain artefact I will not explain the process behind all the mentioned features, […]

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Program: Graphics

Ambient Pressure Buttons


I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]

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Program: Graphics

Ambient Pressure Buttons


I spent this week making the buttons for all of the menus and maintaining the Scrum Backlog. As I cannot find 400 words to write about the later, I simply will have to try with the former.
The main issue with the buttons has been to find a suitable font, as well as the changes in what exactly the buttons say. After a couple of times rewriting the buttons – changing font, changing actual words – the buttons have finally […]

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Program: Graphics

Ambient Pressure – Level 1(prototype tutorial)

My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]

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Program: Graphics

Ambient Pressure – Level 1(prototype tutorial)

My role in my group is part Lead Designer, part Level Designer. As Level Designer, I’ve had a hard time figuring out the proper way to do my job. Realizing the best way to teach the player is a big undertaking and forces me to take many things in account, many of which is beyond my current abilities. It is still a process undergoing and what is shown in this blog post will most likely not be in the final […]

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Program: Graphics

Fancy Mansion – Picking up items/Power-Ups

This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]

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Program: Programming

Fancy Mansion – Picking up items/Power-Ups

This week I’ve been working with items that the player should be able to pick up. The items currently implemented in the game are the candle that gives the player a wider vision radius, the armor and coins. The player can only hold one item at a time, except coins that are added to the score instead. When an item have been picked up it can be carried to a drop off zone. Upon dropping it on the drop off […]

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Program: Programming

Week 5: The importance of detail!

Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]

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Program: Graphics

Week 5: The importance of detail!

Hello again!
So week 5 is coming to an end tomorrow with the presentation of our alpha build of Green Warden. Thanks to our programmers hard work today they managed to scramble together a functioning alpha with some of the core elements needed. I’ve been working on fixing up some sprites and parts of the GUI. However, I won’t be writing about a specific asset this time, as much as I will write about something else I’ve learned concerning designing and […]

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Program: Graphics

Last Signal – Room system

When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

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Program: Programming

Last Signal – Room system

When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

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Program: Programming