Daily Archives: March 12, 2015

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

Level Design Part 3

As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]

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Program: Graphics

Level Design Part 3

As I have the ever pleasant assignment to look over and manage the tasktraker this week, and the sudden problems with the Internet, I will continue where I left off about last weeks levels. It also allows me to tell you about a few things taken up in the comments.
We are three that, in theory, makes the maps complete. I make suggestions for the layouts, our main level designer makes the layouts better – along with placements of enemies and […]

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Program: Graphics

Less than good week…

This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]

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Program: Graphics

Less than good week…

This week I have been doing minor stuff. I haven’t done much since I shall not continue this education after the summer. But since I have just done some minor stuff this week, then I shall just write about the making of a power up that I made to the group.
We talked about in the group that we wanted to have a power up in the form of a disco ball that auto target and destroy the enemy. I […]

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Program: Graphics

Level 7 – Workflow

In lack of anything better to write, the blog post of this week will focus on the actual workflow following designing of a level. This will show the seventh – and final – level designed for the game. With a high probability that the level will not even make it to the final product, I designed it to test all of the player’s abilities and knowledge relating to the game.
 
The game is set to feature three types of enemies and […]

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Program: Graphics

Level 7 – Workflow

In lack of anything better to write, the blog post of this week will focus on the actual workflow following designing of a level. This will show the seventh – and final – level designed for the game. With a high probability that the level will not even make it to the final product, I designed it to test all of the player’s abilities and knowledge relating to the game.
 
The game is set to feature three types of enemies and […]

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Program: Graphics

The Last Signal. Post #5: full animation system implementation

In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.

How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]

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Program: Programming

The Last Signal. Post #5: full animation system implementation

In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.

How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]

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Program: Programming

Animations


Spritesheet containing some of the monsters for our game

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 […]

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Program: Programming

Animations


Spritesheet containing some of the monsters for our game

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 […]

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Program: Programming

Animating a huge sound wave

In my team’s space shooter game, there will be a huge attack which will swipe the whole screen and destroy any crystal enemies that stands in its way. The player has to charge the attack by repeatedly tapping  the 1-key on the keyboard and then fire it by pressing the E-key. Since the player avatar is a singing dragon, the attack will be a big sound wave.
My first idea was to have big waves that makes the whole screen move. So […]

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Program: Graphics

Animating a huge sound wave

In my team’s space shooter game, there will be a huge attack which will swipe the whole screen and destroy any crystal enemies that stands in its way. The player has to charge the attack by repeatedly tapping  the 1-key on the keyboard and then fire it by pressing the E-key. Since the player avatar is a singing dragon, the attack will be a big sound wave.
My first idea was to have big waves that makes the whole screen move. So […]

/ Comments Off on Animating a huge sound wave
Program: Graphics

Animating a huge sound wave

In my team’s space shooter game, there will be a huge attack which will swipe the whole screen and destroy any crystal enemies that stands in its way. The player has to charge the attack by repeatedly tapping  the 1-key on the keyboard and then fire it by pressing the E-key. Since the player avatar is a singing dragon, the attack will be a big sound wave.
My first idea was to have big waves that makes the whole screen move. So […]

/ Comments Off on Animating a huge sound wave
Program: Graphics

Animating a huge sound wave

In my team’s space shooter game, there will be a huge attack which will swipe the whole screen and destroy any crystal enemies that stands in its way. The player has to charge the attack by repeatedly tapping  the 1-key on the keyboard and then fire it by pressing the E-key. Since the player avatar is a singing dragon, the attack will be a big sound wave.
My first idea was to have big waves that makes the whole screen move. So […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR5. MAIN MENU CONTINUE

I started this week work where I left it the other week. So this mean I continue on the main menu and the background. I want it to be as clean as possible for our beta deadline which is this Friday this week.
The background from last week was pretty much done except the colors and some shading. I am working with Photoshop and there for I am using a lot of layers. I will try to explain what a layer […]

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Program: Graphics

GAME DEVELOPMENT WEEKLY BLOG POST NR5. MAIN MENU CONTINUE

I started this week work where I left it the other week. So this mean I continue on the main menu and the background. I want it to be as clean as possible for our beta deadline which is this Friday this week.
The background from last week was pretty much done except the colors and some shading. I am working with Photoshop and there for I am using a lot of layers. I will try to explain what a layer […]

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Program: Graphics

Doors and keys

The past few day I’ve been working on fixing the doors and the keys in our space shooter. One of my programing colleges, Andreas Lundmark (link to his blog here), had been working on the base of both the doors and the keys, however since he got stuck with the coding and had to work on other parts of the game, such as sound and the menu of the game, I decided to take a look the […]

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Program: Programming

Doors and keys

The past few day I’ve been working on fixing the doors and the keys in our space shooter. One of my programing colleges, Andreas Lundmark (link to his blog here), had been working on the base of both the doors and the keys, however since he got stuck with the coding and had to work on other parts of the game, such as sound and the menu of the game, I decided to take a look the […]

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Program: Programming

Week 8: Firing the Tesla gun

Above, left: Old gun colour scheme. Above, right: New gun colour scheme.
This week I have spent most of the time working on the shoot animation for Otto. As mentioned in an earlier blog post, the turtle Otto (who owns the mansion that the player is breaking into) has a Tesla gun which he uses to shoot the player once detected and within range. The gun is supposed to have a bit of a charge time before it can be fired, allowing the player […]

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Program: Graphics

Week 8: Firing the Tesla gun

Above, left: Old gun colour scheme. Above, right: New gun colour scheme.
This week I have spent most of the time working on the shoot animation for Otto. As mentioned in an earlier blog post, the turtle Otto (who owns the mansion that the player is breaking into) has a Tesla gun which he uses to shoot the player once detected and within range. The gun is supposed to have a bit of a charge time before it can be fired, allowing the player […]

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Program: Graphics