Daily Archives: February 11, 2016
Week 1 – Sprite Sheet
This first week of blogging I’ve chosen a spritesheet I made as my artefact to talk about. This spritesheet is of our player avatar plane, there is a total of 28 different frames. On the top row is the animation for when the plane shoots, there are five frames for each shot. There is also when the plane turns left respectively right including the five frames it takes to shoot; this is so you can shoot whilst turning left or […]
Week 1 – Sprite Sheet
This first week of blogging I’ve chosen a spritesheet I made as my artefact to talk about. This spritesheet is of our player avatar plane, there is a total of 28 different frames. On the top row is the animation for when the plane shoots, there are five frames for each shot. There is also when the plane turns left respectively right including the five frames it takes to shoot; this is so you can shoot whilst turning left or […]
EMP
Hej bloggen mitt namn är Stefan Strandberg från grupp 1. En av uppgifterna jag har jobbat med den här veckan är EMP eller electromagnetic pulse vilket är en power up till vårt spel Planet Suburbia som exploderar ut över skärmen och träffar alla skeppen i sektorn man använder den i. Jag har ritat ett sprite sheet i photoshop för att skapa en cool effekt. Den ska starta som en liten boll som expanderar ut för att göra skada på alla […]
EMP
Hej bloggen mitt namn är Stefan Strandberg från grupp 1. En av uppgifterna jag har jobbat med den här veckan är EMP eller electromagnetic pulse vilket är en power up till vårt spel Planet Suburbia som exploderar ut över skärmen och träffar alla skeppen i sektorn man använder den i. Jag har ritat ett sprite sheet i photoshop för att skapa en cool effekt. Den ska starta som en liten boll som expanderar ut för att göra skada på alla […]
HUD
I veckan hade jag som uppgift att göra en grundläggande ”heads up display” för vår alpha deadline. Jag insåg snabbt att man inte kan omvandla en integer till en string bara sådär. Det var lätt nog att bara skriva ut en string med sf::Text klassen, men problemet kom när jag skulle skriva ut poängen och livsmätaren som inte bara var integer variabler men som också skulle uppdateras varje frame.
Så det första problemet var att göra om integer variablerna till string […]
HUD
I veckan hade jag som uppgift att göra en grundläggande ”heads up display” för vår alpha deadline. Jag insåg snabbt att man inte kan omvandla en integer till en string bara sådär. Det var lätt nog att bara skriva ut en string med sf::Text klassen, men problemet kom när jag skulle skriva ut poängen och livsmätaren som inte bara var integer variabler men som också skulle uppdateras varje frame.
Så det första problemet var att göra om integer variablerna till string […]
RandomGenerator
Hejsan! Mitt namn är Stam, jag ingår i grupp 1 som gör sin variation av konceptetet Planet Suburbia. En av de uppgifterna jag hade att jobba med första veckan var att programmera fiendernas skapelseplats. Fienderna är rymdskepp som rör sig uppifrån och ner, fienderna ska alltid börja längst upp på skärmen men de ska ha en slumpmässig skapelseplats vågrätt längst skärmen. För att lycka med det här så behövde jag skapa en slumpgenerator. Jag visste inte riktigt exakt hur jag […]
RandomGenerator
Hejsan! Mitt namn är Stam, jag ingår i grupp 1 som gör sin variation av konceptetet Planet Suburbia. En av de uppgifterna jag hade att jobba med första veckan var att programmera fiendernas skapelseplats. Fienderna är rymdskepp som rör sig uppifrån och ner, fienderna ska alltid börja längst upp på skärmen men de ska ha en slumpmässig skapelseplats vågrätt längst skärmen. För att lycka med det här så behövde jag skapa en slumpgenerator. Jag visste inte riktigt exakt hur jag […]
Player Bullets
This week I have made player bullets. Player bullets are the bullets that fire towards where the player is aiming with the mouse. First I decieded what I needed to make the bullets. I would need mouse input to see where the mouse is and to be able to fire by clicking the left mouse button. I would also need a function to tell where the bullets should shoot. And lastly I would need a texture to draw the bullets […]
Player Bullets
This week I have made player bullets. Player bullets are the bullets that fire towards where the player is aiming with the mouse. First I decieded what I needed to make the bullets. I would need mouse input to see where the mouse is and to be able to fire by clicking the left mouse button. I would also need a function to tell where the bullets should shoot. And lastly I would need a texture to draw the bullets […]
And so it begins…
Greetings! The following blog entry is my first, in what is to be expected, a great many more. Let us get started…
This week has consisted mainly of getting all the details done before the Alpha testing of our game project. The working title of the game is ”Desolate Echo” and it is adapted from the concept ”Colossus Core”. As my role in the group is Lead QA, there hasn’t been that many chances for me to take on my role yet. So until […]
And so it begins…
Greetings! The following blog entry is my first, in what is to be expected, a great many more. Let us get started…
This week has consisted mainly of getting all the details done before the Alpha testing of our game project. The working title of the game is ”Desolate Echo” and it is adapted from the concept ”Colossus Core”. As my role in the group is Lead QA, there hasn’t been that many chances for me to take on my role yet. So until […]
First GameDesign Blog Post
I have just finished doing a projectile to the player, in our case the giraffe. The projectile fires from the antlers of the giraff and works almost perfectly of what I estimated it would be, and look like.
After I was done with that I started doing a power-up which was kind of hard to do when it comes to my programming experience. I started by doing pick up files because we needed something to control everything that you can pick […]
First GameDesign Blog Post
I have just finished doing a projectile to the player, in our case the giraffe. The projectile fires from the antlers of the giraff and works almost perfectly of what I estimated it would be, and look like.
After I was done with that I started doing a power-up which was kind of hard to do when it comes to my programming experience. I started by doing pick up files because we needed something to control everything that you can pick […]
Desolate Echo – Week 3
This week I’ve been working on some art and animation for our game, Desolate Echo (subject to change). We’re going to have a giant crystal-encrusted, spider-like boss that can perform various types of attacks, the most common being swipes and stabs with its front legs.
One of the artifacts that I’ve been working on this week is an animation for one of the stabs. So far it looks like this:
This is the “praparation-for-attack” animation that will give the player some time […]
Desolate Echo – Week 3
This week I’ve been working on some art and animation for our game, Desolate Echo (subject to change). We’re going to have a giant crystal-encrusted, spider-like boss that can perform various types of attacks, the most common being swipes and stabs with its front legs.
One of the artifacts that I’ve been working on this week is an animation for one of the stabs. So far it looks like this:
This is the “praparation-for-attack” animation that will give the player some time […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]
Moving in circles
If you want to move around a 2D planet while still being able to loop around, you have a few options. You could have the ground be flat like any other 2D game and loop one edge to the other, having your characters move just like any other 2D game. Or you could make the ground an actual circle and make your characters orbit around it using basic trigonometrics. We (or, well, I) decided to do the latter.
The reasoning behind […]