Daily Archives: February 18, 2016

Game development week 2 – Tiles

Every game needs a map or at least some sort of background since otherwise the game would risk becoming boring or confusing. So that’s exactly what I’ve been up to this week. I’ve been creating maptiles for our game. We already decided the the game was gonna be in 1024×768 so that the game could be playable in fullscreen on 1920×1080 screens without having any black borders. Instead of working in Photoshop this time I decided I might as well try Aseprite, […]

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Program: Graphics

Game development week 2 – Tiles

Every game needs a map or at least some sort of background since otherwise the game would risk becoming boring or confusing. So that’s exactly what I’ve been up to this week. I’ve been creating maptiles for our game. We already decided the the game was gonna be in 1024×768 so that the game could be playable in fullscreen on 1920×1080 screens without having any black borders. Instead of working in Photoshop this time I decided I might as well try Aseprite, […]

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Program: Graphics

Week 4

Under veckan har jag börjat arbeta på vår Prowlers AI. Prowlern är ett lite starkare monster som har ett par olika attacker. Eftersom vår boss inte har lika hög prioritet inför alfaversionen så behövde vi göra klart Prowlern till imorgon (Fredag 18/2).
Jag gjorde en klass för Prowlern och implementerade spriten så att den fanns med i spelet. Sedan började jag arbeta på ett aggro-system, då jag testade mig fram i början. Först testade jag att Prowlern teleporterade sig på mig när […]

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Program: Programming

Week 4

Under veckan har jag börjat arbeta på vår Prowlers AI. Prowlern är ett lite starkare monster som har ett par olika attacker. Eftersom vår boss inte har lika hög prioritet inför alfaversionen så behövde vi göra klart Prowlern till imorgon (Fredag 18/2).
Jag gjorde en klass för Prowlern och implementerade spriten så att den fanns med i spelet. Sedan började jag arbeta på ett aggro-system, då jag testade mig fram i början. Först testade jag att Prowlern teleporterade sig på mig när […]

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Program: Programming

A brave new week

Last week i wrote about my work with the gameworld which have been continued this week. Earlier in the week we had our first game testing and got some great feedback from other groups, teachers and older students. Feedback on our color, design and gameplay choices. We realized that all of us working with graphics need to schedule a sit down where we looked over everything we have done so far and together do some last finish work on colour and […]

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Program: Graphics

A brave new week

Last week i wrote about my work with the gameworld which have been continued this week. Earlier in the week we had our first game testing and got some great feedback from other groups, teachers and older students. Feedback on our color, design and gameplay choices. We realized that all of us working with graphics need to schedule a sit down where we looked over everything we have done so far and together do some last finish work on colour and […]

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Program: Graphics

A hectic week

This week has been very hectic because of the incoming alpha milestone and for some reason everything always starts to go wrong when you are close to a critical point. but on to this weeks artifact.
I have mostly worked on the first enemy of the game which is a swordfish. This enemy will swim across the screen until it is in line with the player and  when that happens it starts to charge and will not stop until it is […]

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Program: Programming

A hectic week

This week has been very hectic because of the incoming alpha milestone and for some reason everything always starts to go wrong when you are close to a critical point. but on to this weeks artifact.
I have mostly worked on the first enemy of the game which is a swordfish. This enemy will swim across the screen until it is in line with the player and  when that happens it starts to charge and will not stop until it is […]

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Program: Programming

[5SD033] Blog 2 – So you wanna build a level, huh?

av: Martin Carlsson
grupp: 10
Tile System
This week I’ve started to implement a tile system. The idea is to use Tiled as a level editor and then use the data stored in the Tiled file format, .tmx. Reading the .tmx file is mostly the same as .xml files. For this project I’m using TinyXml 2 for parsing the .tmx file, since it seems to have all the functionality I need for reading the files. There are tons of options when it comes […]

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Program: Programming

[5SD033] Blog 2 – So you wanna build a level, huh?

av: Martin Carlsson
grupp: 10
Tile System
This week I’ve started to implement a tile system. The idea is to use Tiled as a level editor and then use the data stored in the Tiled file format, .tmx. Reading the .tmx file is mostly the same as .xml files. For this project I’m using TinyXml 2 for parsing the .tmx file, since it seems to have all the functionality I need for reading the files. There are tons of options when it comes […]

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Program: Programming

AI Implementation

The Enemy entity (yellow plane) seen here has its AIStates pointer set to the Chase state, causing it to follow the player and shoot.
I have finished coding and implemented the AI that I planned and structured last week. I will attempt to summarise what code went into its behaviours and managements of states, and how they were implemented into an enemy Entity.
 
In the Enemy objects Class, an AIStates pointer is located and in the Enemy class’ Update function it sets […]

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Program: Programming

AI Implementation

The Enemy entity (yellow plane) seen here has its AIStates pointer set to the Chase state, causing it to follow the player and shoot.
I have finished coding and implemented the AI that I planned and structured last week. I will attempt to summarise what code went into its behaviours and managements of states, and how they were implemented into an enemy Entity.
 
In the Enemy objects Class, an AIStates pointer is located and in the Enemy class’ Update function it sets […]

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Program: Programming

A Simple Main Menu

As I have not put down a lot of work into artifacts this week I do not have much to show. Most of my focus went in to making a presentation for the alpha reveal. So I will try the best to explain what little I have done! So here we go.
Photograph: Henrik Klokkeråsen. (http://tinyurl.com/zjyj3st)
 
Probably the most visited part of a game is the main menu. It’s also the first thing you’ll see when you start a game.  People […]

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Program: Graphics

A Simple Main Menu

As I have not put down a lot of work into artifacts this week I do not have much to show. Most of my focus went in to making a presentation for the alpha reveal. So I will try the best to explain what little I have done! So here we go.
Photograph: Henrik Klokkeråsen. (http://tinyurl.com/zjyj3st)
 
Probably the most visited part of a game is the main menu. It’s also the first thing you’ll see when you start a game.  People […]

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Program: Graphics

Fiskar som viskar

Denna vecka har varit otroligt intensiv eftersom det är dags att presentera spelet i dess alphaform. Hela gruppen har jobbat järnet av sig och vi har börjat få något som faktiskt liknar ett spel. Under en tidigare presentation av spelet hade vi mer eller mindre en fyrkant som blinkade likt en discokula. Vi hade för tillfället inte hunnit få in våra riktiga assets i spelet och den simpla representationen av Mermaid River, aka discolådan blev resultatet.
Tur nog har det gått framåt […]

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Program: Graphics

Fiskar som viskar

Denna vecka har varit otroligt intensiv eftersom det är dags att presentera spelet i dess alphaform. Hela gruppen har jobbat järnet av sig och vi har börjat få något som faktiskt liknar ett spel. Under en tidigare presentation av spelet hade vi mer eller mindre en fyrkant som blinkade likt en discokula. Vi hade för tillfället inte hunnit få in våra riktiga assets i spelet och den simpla representationen av Mermaid River, aka discolådan blev resultatet.
Tur nog har det gått framåt […]

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Program: Graphics

Potato Pirates: Second Update

As the presentation of our Alpha is approaching, a major part of our time has been spent polishing our game. As the programmers have pulled out all of their hair, trying to get the AI to work accordingly to our vision, we, the more graphic oriented members of our group have had a hard time, finding stuff to do. So I haven’t felt the dreaded “ alpha” rush that so many senior students have warned us about. If this […]

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Program: Graphics

Potato Pirates: Second Update

As the presentation of our Alpha is approaching, a major part of our time has been spent polishing our game. As the programmers have pulled out all of their hair, trying to get the AI to work accordingly to our vision, we, the more graphic oriented members of our group have had a hard time, finding stuff to do. So I haven’t felt the dreaded “ alpha” rush that so many senior students have warned us about. If this […]

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Program: Graphics

Week 2 of Game development reflections, fancy visuaaals

So now we are four weeks into the course, this being my second post, and I’m slowly losing my mind. This week we have our Alpha presentation, and these four weeks of work will be shown in front of the class. Hopefully everything goes well, and hopefully this artifact I’ll be talking about this week will help completing the things we need for this phase in production.
This week’s chosen artifact is the creation of mechanic indications on the ship. The […]

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Program: Graphics

Week 2 of Game development reflections, fancy visuaaals

So now we are four weeks into the course, this being my second post, and I’m slowly losing my mind. This week we have our Alpha presentation, and these four weeks of work will be shown in front of the class. Hopefully everything goes well, and hopefully this artifact I’ll be talking about this week will help completing the things we need for this phase in production.
This week’s chosen artifact is the creation of mechanic indications on the ship. The […]

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Program: Graphics

Trowl – HardWinds

This week I have been working on serveral different tasks. Amongst these were: Owlet duplication and movement, two different enemy-type classes (Eagle and Hawk) and finally Hard winds. I have choosen to describe more thoroughly is how I implemented Hard winds into the game.
Hard winds is one of our obstacles in  Trowl. If the player enters these hardwinds the player movement is slowed down for a couple of seconds causing him and the owlets to become more vulnerable to enemy […]

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Program: Programming

Trowl – HardWinds

This week I have been working on serveral different tasks. Amongst these were: Owlet duplication and movement, two different enemy-type classes (Eagle and Hawk) and finally Hard winds. I have choosen to describe more thoroughly is how I implemented Hard winds into the game.
Hard winds is one of our obstacles in  Trowl. If the player enters these hardwinds the player movement is slowed down for a couple of seconds causing him and the owlets to become more vulnerable to enemy […]

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Program: Programming

Del Två – Veckan till Alpha

Spel-testet i måndags.
Har inte så mycket att säga för denna veckan som är relevant
I spel-testet i måndags kunde man styra Avataren, skjuta på fienderna som åkte från vänster till höger av skärmen, men som alltid när man gör sista minuten ändringar för att rätta ett fel, skapar det andra fel.
Vet inte direkt hur felet som vi fick efter ändringen kom till. Spelet som visades upp “kraschade” när man startade det, gick ur loopen om man inte rörde på avataren i […]

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Program: Programming

Del Två – Veckan till Alpha

Spel-testet i måndags.
Har inte så mycket att säga för denna veckan som är relevant
I spel-testet i måndags kunde man styra Avataren, skjuta på fienderna som åkte från vänster till höger av skärmen, men som alltid när man gör sista minuten ändringar för att rätta ett fel, skapar det andra fel.
Vet inte direkt hur felet som vi fick efter ändringen kom till. Spelet som visades upp “kraschade” när man startade det, gick ur loopen om man inte rörde på avataren i […]

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Program: Programming