Daily Archives: February 26, 2015
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Weekly assignment #3 Enemy character – Again.
Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]
Dragon song – animations using Thor
With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor. From reading the documentation I saw some functionalities […]
Dragon song – animations using Thor
With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor. From reading the documentation I saw some functionalities […]
Blogpost III – Fancy Mansion
Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]
Blogpost III – Fancy Mansion
Animating the Equipped Armour
This week I have assigned myself the task to animate the armor while equipped, or worn, by the protagonist. Since I have not done that many animations before this was quite a high risk task. But I decided to try anyway since we have a lot of work to do and be done with until the Beta. To make it seem like less work I assigned me the side (right an left) animation, but I have in […]
Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Weekly blog assignment #3
Hi there and welcome back!
So, this week started a bit late for our group. Our scrum master was not here, so we had our weekly scrum meeting on Tuesday instead, which led to that no one in our group had anything special to do on Monday. So I spent Monday on just reading our code and trying to understand the whole structure better, as this has been and is my greatest flaw in programming. Mostly I read through our Animation […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Development – Nr.3 | Magic Writer
Particle system
Among many things i have worked on a particle system this week. At first i was not sure how to start, i had only done this once or twice in another programming language (C#). What I am about to explain is the current state of the system, it is not what i indent to have at the end meaning that it is not finished yet.
So far I have created two classes, a ”Particle” class and a ”ParticleEmitter” class. I’ll […]
Game Production: Feature 3
This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:
But after testing this with the temporary background colour […]
Game Production: Feature 3
This week I have been working on the HUD (Heads Up Display), polishing what I already had done previous weeks, and creating some new elements.
The first element I worked on was the health-bar for the player character. I wanted the HUD to feel integrated with the theme of the game. The theme being the forest, I decided on branches or roots for the health-bar outline. This was my first iteration:
But after testing this with the temporary background colour […]
Dragon Song Bloggpost #3
This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]
Dragon Song Bloggpost #3
This is the first week when the game is in beta stage, this week we have been looking over the project and tried to make a list of all the things that needs to be done before the final version of the game. The three things we need to work on before the beta deadline is power ups, states (menu state and so on) and last we need to get animations to work properly.
This is how the game looks like […]
Companions need to speak or in this case write.
So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]
Companions need to speak or in this case write.
So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]
Multiple Iterations of Enemy 1
This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]
Multiple Iterations of Enemy 1
This week I’ve revisited the animation for enemy 1, after receiving very helpful critique.
The main issue people had with my first animation was the fact that it was very static. People was expecting more dynamic movements from enemy 1. Something representing the enemy’s “walk cycle”, actually seeing the alien shell move along with the body and the big teeth opening and closing.
So what do you do when you have a finished animation and you need to apply so many changes […]
Why not add some Enemies
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated and the oncoming tide halted. Summoning is […]
Why not add some Enemies
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated and the oncoming tide halted. Summoning is […]
Even more animations
So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]
Even more animations
So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]