Daily Archives: March 5, 2015
”Sonic spike trap”
This week I’ve been working on implementing another object for the game, the “Sonic spike trap”. The main purpose for this object is that it will serve as a distraction for the player. As you can see it’s a circle shaped sprite with a blue circle outside of it. The blue circle is the traps “aggro range” which means that the player can’t enter unless it’s destroyed. Think of it as some kind of sound waves that this trap emits […]
”Sonic spike trap”
This week I’ve been working on implementing another object for the game, the “Sonic spike trap”. The main purpose for this object is that it will serve as a distraction for the player. As you can see it’s a circle shaped sprite with a blue circle outside of it. The blue circle is the traps “aggro range” which means that the player can’t enter unless it’s destroyed. Think of it as some kind of sound waves that this trap emits […]
Power Up Bullet
During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]
Power Up Bullet
During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]
Mole Munch – Dev log 4
Den här veckan har jag jobbat på att få bort alla minnesluckor som vi hade i vårat spel. En minneslucka är när man lagrar minne på ”heap” minnet. I Vårat spel så skapades minnesläckor väldigt ofta. Varje gång vi gjorde ett nytt objekt så skapades minnesläckor. Så när vi i början av spelet skapade 50 olika objekt som till exempel jordgubbar och mullvaden så uppkom flera minnesläckor. På bilden nedan ser man flera objekt i spelet. Till höger om mullvaden […]
Mole Munch – Dev log 4
Den här veckan har jag jobbat på att få bort alla minnesluckor som vi hade i vårat spel. En minneslucka är när man lagrar minne på ”heap” minnet. I Vårat spel så skapades minnesläckor väldigt ofta. Varje gång vi gjorde ett nytt objekt så skapades minnesläckor. Så när vi i början av spelet skapade 50 olika objekt som till exempel jordgubbar och mullvaden så uppkom flera minnesläckor. På bilden nedan ser man flera objekt i spelet. Till höger om mullvaden […]
Dev Log IV
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
I detta inlägg så kommer jag att gå igenom min återanvändning av våra menyknappar. Dessa gick från att vara knappar till vår GUIs bakgrund. På detta […]
Dev Log IV
Mole munch är vår tagning på hur man gör ett arkadigt mullvadsspel där du skall undvika fienden som studsar mot väggarna och plocka upp grönsakerna. Man kan vara under jord där man är halvt skyddad från mullvadsfångarna. Ifall de ser en jordhög som man lämnar efter sig så kommer dem att fylla den med vatten.
I detta inlägg så kommer jag att gå igenom min återanvändning av våra menyknappar. Dessa gick från att vara knappar till vår GUIs bakgrund. På detta […]
Thor and Sprite Animations
Most of this week has for my part been taken up by getting the Thor library extension for SFML to work properly. Thor is made to provide options for 2D animation with SFML, allowing sprites to be animated. While it took quite some time to figure out, once I got it to work the process Thor uses is easy to replicate. Even so, installing the library was a confusing mess and the online instructions were more or less awful. In the […]
Thor and Sprite Animations
Most of this week has for my part been taken up by getting the Thor library extension for SFML to work properly. Thor is made to provide options for 2D animation with SFML, allowing sprites to be animated. While it took quite some time to figure out, once I got it to work the process Thor uses is easy to replicate. Even so, installing the library was a confusing mess and the online instructions were more or less awful. In the […]
Game Development Process Week 6
Hello again!
This week I have been working on some assets for the level of the game. This are things that is to be placed in the different room of our spaceship to make it feel more like an actual spaceship and that someone has lived there.
The first thing I started the week with was to animate the powercore of the engine that another person in my group made. He made the Engine and the core and then I made it […]
Game Development Process Week 6
Hello again!
This week I have been working on some assets for the level of the game. This are things that is to be placed in the different room of our spaceship to make it feel more like an actual spaceship and that someone has lived there.
The first thing I started the week with was to animate the powercore of the engine that another person in my group made. He made the Engine and the core and then I made it […]
Creating a UI for Fancy Mansion.
This week I took on the job of creating a UI for our game. The different aspects that our UI had to cover was a way to count and visually represent score or the goal, visual representation of an inventory for our powerups, a way to show the player how many glowsticks he or she had left. The last two things we needed to show was an inventory or counter for the carry limit and a way to show the […]
Creating a UI for Fancy Mansion.
This week I took on the job of creating a UI for our game. The different aspects that our UI had to cover was a way to count and visually represent score or the goal, visual representation of an inventory for our powerups, a way to show the player how many glowsticks he or she had left. The last two things we needed to show was an inventory or counter for the carry limit and a way to show the […]
Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]
Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]
The start of a HUD
This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]
The start of a HUD
This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]
Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]
Last Signal – Level Implementation and new Room System
This week I have been working on implementing the level files that our level designer has produced. I have encountered a few problems with this, and this is mostly due to how I created the Room System that I have written about in a earlier post.
The first problem was that the text file with the data for tiles, walls, etc contained too much information for it to be readable. If someone wanted to make changes to the level, […]
Working on the HUD
It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.
The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]
Working on the HUD
It is the final week before the beta. There is lots to be done, and the team is working really hard to see everything finished and presentable.
My job this week has been to design the different components of the heads up display, or HUD. This means an inventory bar, a hand slot and a way of presenting the score.
The inventory
The inventory had to have four slots, and fit the steampunk theme of the game. This gave me a lot […]
Day of the Piñata Week 7
Day of the Piñata Week 7
Greetings once again! Week 7 of our 10 week project is soon to an end and I have started to see the light in the end of the tunnel. We can see the end of this project. This week I am going to explain my unnecessarily problematic procedure in creating sprite sheets.
I’ll use the medium piñata’s walkcycle.
The issue is that every frame is 1952×1306 pixels which are far too huge. The […]
Day of the Piñata Week 7
Day of the Piñata Week 7
Greetings once again! Week 7 of our 10 week project is soon to an end and I have started to see the light in the end of the tunnel. We can see the end of this project. This week I am going to explain my unnecessarily problematic procedure in creating sprite sheets.
I’ll use the medium piñata’s walkcycle.
The issue is that every frame is 1952×1306 pixels which are far too huge. The […]