Monthly Archives: March 2015
Sonic Blast
The end is near and now it seems like the only thing I do is to try and fix, clean up or rework the different crazy and broken programing solutions in our game. It’s early pre-alpha code, dressed up for alpha, repainted for beta and now we are having the great task of deciding how much to fix with just duct tape and a paint job and how much we need to fix “for real”.
One of the many things that […]
Sonic Blast
The end is near and now it seems like the only thing I do is to try and fix, clean up or rework the different crazy and broken programing solutions in our game. It’s early pre-alpha code, dressed up for alpha, repainted for beta and now we are having the great task of deciding how much to fix with just duct tape and a paint job and how much we need to fix “for real”.
One of the many things that […]
Touching up on the UI.
This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]
Touching up on the UI.
This week I took to finishing the task of changing the UI to better fit our control scheme and to make it feel more intuitive to use and look at. Our previous UI featured bars to help the player keep track of pickups, powerups, glowsticks and to notify the player when he or she carried to much or a heavy object, as well as a score counter. They were all aligned vertically on the left edge of the screen.
This was […]
Last blogpost for Mole Munch – Fixing syntax in code
Hello! We’ve now reached the final blogpost for our Mole Munch project. Our beta presentation went well, but as a group, we didn’t feel like we wanted to add a lot more things to our game. Some adjustments were decided to be made, especially on the coding side, but most art will remain intact. The reasoning for this decision was that we all wanted to focus on our project reports. But we also felt a bit fed up with Mole […]
Last blogpost for Mole Munch – Fixing syntax in code
Hello! We’ve now reached the final blogpost for our Mole Munch project. Our beta presentation went well, but as a group, we didn’t feel like we wanted to add a lot more things to our game. Some adjustments were decided to be made, especially on the coding side, but most art will remain intact. The reasoning for this decision was that we all wanted to focus on our project reports. But we also felt a bit fed up with Mole […]
Speldesign #6
Denna gång tänker jag skriva om vad jobbat med nyligen. Jag har arbetat mycket på att få en snyggare HUD (Heads-Up-Display) och även med en mycket svårare del som har krävt mycket tid. AI (artificiell intelligens). Men först, lite HUD.
Som jag nämnde i tidigare blogg så har jag arbetat en hel del med HUD på senaste. I början så var det bara två olika bars som representerade spelarens liv och energi. Men efter att ha haft testare som spelat så […]
Speldesign #6
Denna gång tänker jag skriva om vad jobbat med nyligen. Jag har arbetat mycket på att få en snyggare HUD (Heads-Up-Display) och även med en mycket svårare del som har krävt mycket tid. AI (artificiell intelligens). Men först, lite HUD.
Som jag nämnde i tidigare blogg så har jag arbetat en hel del med HUD på senaste. I början så var det bara två olika bars som representerade spelarens liv och energi. Men efter att ha haft testare som spelat så […]
Fancy Mansion – Adding more AI with pickups
This week I have been working with implementing more of the functionality with the different pickups and how they work with the AI. We have a number of items you can pick up and when you carry a specific item the AI of Mr. Fancy will work in different ways. For example, Mr. Fancy will not shoot you if you carry the armor and he have not seen you move. As stated in a previous post the player picks things up by […]
Fancy Mansion – Adding more AI with pickups
This week I have been working with implementing more of the functionality with the different pickups and how they work with the AI. We have a number of items you can pick up and when you carry a specific item the AI of Mr. Fancy will work in different ways. For example, Mr. Fancy will not shoot you if you carry the armor and he have not seen you move. As stated in a previous post the player picks things up by […]
Let there be light stuff
So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]
Let there be light stuff
So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]
Last Signal – Asset Implementation
This week I have been working on implementing the assets that are not taken care of in the Room System, such as music, sounds, menus and animations.
The music and sounds are handled through a soundmanager that was used during a previous project and is simply being reused with some tweaking. Since we are using the SFML library for this project we have to rewrite some of the earlier code since in the previous project it was made to be used […]
Last Signal – Asset Implementation
This week I have been working on implementing the assets that are not taken care of in the Room System, such as music, sounds, menus and animations.
The music and sounds are handled through a soundmanager that was used during a previous project and is simply being reused with some tweaking. Since we are using the SFML library for this project we have to rewrite some of the earlier code since in the previous project it was made to be used […]
The Green Warden – Report 6
Image looks weird because it is too big
This week I have been trying to do the final work on the main menu to prepare for bug fixes and such next week.
Since the post last week I have been able to load into the main menu state, I can now play music in the main menu and the background is being successfully loaded.
Changing states works in theory, but only in theory and I have yet to find where the problem […]
The Green Warden – Report 6
Image looks weird because it is too big
This week I have been trying to do the final work on the main menu to prepare for bug fixes and such next week.
Since the post last week I have been able to load into the main menu state, I can now play music in the main menu and the background is being successfully loaded.
Changing states works in theory, but only in theory and I have yet to find where the problem […]
Week 9 of the Piñata – Sprite monkey
The final week of the project is almost here and the game Night of the Piñata is in its final stage of polish. The graphics for the game is just about done and the few things that get a new finish are the objects I made over the weeks.
The objects in the game have all been designed to fit with the theme of the festival Dia de los Muertos. They are colorful and festive, but have been mostly static up […]
Week 9 of the Piñata – Sprite monkey
The final week of the project is almost here and the game Night of the Piñata is in its final stage of polish. The graphics for the game is just about done and the few things that get a new finish are the objects I made over the weeks.
The objects in the game have all been designed to fit with the theme of the festival Dia de los Muertos. They are colorful and festive, but have been mostly static up […]
Memory – the abundance of memory an Illusion
Memory a subject approached with caution.
Without fixing memory leaks your program will continue to use more and more memory. DANGER!
Sometimes you do not have a real choice though and have to approach it, unfortunately I had to approach the subj
ect and try and find all the memory leaks in a project I and five others are making. This is because the program needs to be optimized in this way and as an assignment we need to […]
Memory – the abundance of memory an Illusion
Memory a subject approached with caution.
Without fixing memory leaks your program will continue to use more and more memory. DANGER!
Sometimes you do not have a real choice though and have to approach it, unfortunately I had to approach the subj
ect and try and find all the memory leaks in a project I and five others are making. This is because the program needs to be optimized in this way and as an assignment we need to […]
Ambient pressure the final map
The project is coming to an end. Now the main area of work consists of polishing the implemented features and artefacts in our game Ambient pressure.
The specific artefact that i’ve been working on, implementing this week is actually a melodic track. And “actually” is because we have made no music for our game so far. Apart from the menu track that contains melody, I have not made any music tracks that plays during gameplay.
So what I’m working on now is […]
Ambient pressure the final map
The project is coming to an end. Now the main area of work consists of polishing the implemented features and artefacts in our game Ambient pressure.
The specific artefact that i’ve been working on, implementing this week is actually a melodic track. And “actually” is because we have made no music for our game so far. Apart from the menu track that contains melody, I have not made any music tracks that plays during gameplay.
So what I’m working on now is […]
Fancy Mansion: Aesthetic Goals
This week has been spent polishing our game design document before the deadline. Since we’ve prioritized the document, I won’t be programming until friday – so this week I’ll take you through how I wrote the aesthetic goals document! Disappointing, huh? I bet you couldn’t wait to hear vague descriptions of vectors and pointers and recursive functions!
Our defining aesthetic goals for Fancy Mansion (release title: Trespawsser) are discovery of the unknown, and the challenge of going undetected while groping around […]
Fancy Mansion: Aesthetic Goals
This week has been spent polishing our game design document before the deadline. Since we’ve prioritized the document, I won’t be programming until friday – so this week I’ll take you through how I wrote the aesthetic goals document! Disappointing, huh? I bet you couldn’t wait to hear vague descriptions of vectors and pointers and recursive functions!
Our defining aesthetic goals for Fancy Mansion (release title: Trespawsser) are discovery of the unknown, and the challenge of going undetected while groping around […]