Daily Archives: February 18, 2016
2# Update spaceshooter
As the the alpha approaches the graphical assignments for it get’s spread thinner and thinner. so for this week i started work on assets that we might get to use later on in the project, we do like to plan ahead.
These Posters will work as two different types of high score screens. The one on the left is for a player victory and the one on the right is for player loss.The players score willed be placed where the […]
2# Update spaceshooter
As the the alpha approaches the graphical assignments for it get’s spread thinner and thinner. so for this week i started work on assets that we might get to use later on in the project, we do like to plan ahead.
These Posters will work as two different types of high score screens. The one on the left is for a player victory and the one on the right is for player loss.The players score willed be placed where the […]
Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]
Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]
Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]
Creating a seamless background
Flight of the Giraffa – Update 2
Yet another week has flown by, and even more assets have been implemented in to the game. This week I had to create a background for our game. We wanted the game to have a scrolling background so that the player will feel the movement when flying through space.
When creating the background for the game, there were a few things I had to keep in mind. Firstly, the game takes place in space. So […]
Health Meter
This week I’m going to talk about the health meter. I fixed it so it works correctly and is completely functional this Monday night, but I had begun working on it a bit the week before but didn’t finish it. I also added a wave effect on it on Thursday. The health meter behaves like a bowl of water. For example, when the health meter is full it’s completely round and green, but when you have only half of your health […]
Health Meter
This week I’m going to talk about the health meter. I fixed it so it works correctly and is completely functional this Monday night, but I had begun working on it a bit the week before but didn’t finish it. I also added a wave effect on it on Thursday. The health meter behaves like a bowl of water. For example, when the health meter is full it’s completely round and green, but when you have only half of your health […]
5SD033 Missile Tracking and Rotation
This week’s post will detail how I, with the help of Adrian Hedqvist, created a new projectile that tracks enemies and changes rotation based on target position. To get an idea of how positions work in our game, read http://tollyx.net/game/2016/02/10/moving-in-circles.html for details on player position.
Problem Tracking
One of the game’s powerups is a heat-seeking missile, intended to track the nearest enemy and strike them without any need for aiming from the player, beyond positioning. Current projectile objects are created […]
5SD033 Missile Tracking and Rotation
This week’s post will detail how I, with the help of Adrian Hedqvist, created a new projectile that tracks enemies and changes rotation based on target position. To get an idea of how positions work in our game, read http://tollyx.net/game/2016/02/10/moving-in-circles.html for details on player position.
Problem Tracking
One of the game’s powerups is a heat-seeking missile, intended to track the nearest enemy and strike them without any need for aiming from the player, beyond positioning. Current projectile objects are created […]
[5SD033] First power-up: Love Boomerang
One week has passed since I wrote my last blog post, and now it’s time again as promised. It has been a busy week with much work which had to been done. We didn’t get as much work done as planned, but enough to still be on track. The reason behind this is because we had to change our deadlines for some pf the tasks in the backlog. Luckily you learn from your mistakes, from project to project.
So the main task I have been working on this week is […]
[5SD033] First power-up: Love Boomerang
One week has passed since I wrote my last blog post, and now it’s time again as promised. It has been a busy week with much work which had to been done. We didn’t get as much work done as planned, but enough to still be on track. The reason behind this is because we had to change our deadlines for some pf the tasks in the backlog. Luckily you learn from your mistakes, from project to project.
So the main task I have been working on this week is […]
Blog Week 2: Attack Animation
Recently I’ve been working on the boss’s attack animation, this proved to have quite a few challenges.
But first it might be better to give a brief explanation why the appearance of the boss has changed slightly compared to the one on last week’s post. It was pointed out that the styles clashed when comparing the sprites next to each other, this needed to be fixed so some time was lost when doing that as I had to remake the sprite […]
Blog Week 2: Attack Animation
Recently I’ve been working on the boss’s attack animation, this proved to have quite a few challenges.
But first it might be better to give a brief explanation why the appearance of the boss has changed slightly compared to the one on last week’s post. It was pointed out that the styles clashed when comparing the sprites next to each other, this needed to be fixed so some time was lost when doing that as I had to remake the sprite […]
18 feb, Alien Ships
Den här veckan tänker jag babbla lite om de olika Alien Ships vi har i vårt spel, Planet Suburbia. Jag blev smått utpekad av gruppen att rita dem då jag har ett intresse för bilar och fordon i allmänhet.
Så jag började med att fastna totalt i just det här med bilar, speciellt modellen Corvette Stingray från 1969, då jag tyckte att det vore ”lite coolt” att göra om den till ett rymdskepp (längst upp till vänster på bilden). Testade även […]
18 feb, Alien Ships
Den här veckan tänker jag babbla lite om de olika Alien Ships vi har i vårt spel, Planet Suburbia. Jag blev smått utpekad av gruppen att rita dem då jag har ett intresse för bilar och fordon i allmänhet.
Så jag började med att fastna totalt i just det här med bilar, speciellt modellen Corvette Stingray från 1969, då jag tyckte att det vore ”lite coolt” att göra om den till ett rymdskepp (längst upp till vänster på bilden). Testade även […]
Spelutveckling vecka 4
Så föregående vecka bestod av att animera vår karaktär och när han springer, vilket jag hade hunnit påbörja till en viss del. Men eftersom det var första gången jag animerar någonsin (förutom alla post-it lappar man kladdat på) så var det inte lätt. Animeringen skulle alltså bestå av vår huvudkaraktär Captain Skip Legday. Där tanken är att när han simmar närmre havsbotten så ska han ändra animation till en spring animation. Hela tanken med detta är att det ska ytterligare […]
Spelutveckling vecka 4
Så föregående vecka bestod av att animera vår karaktär och när han springer, vilket jag hade hunnit påbörja till en viss del. Men eftersom det var första gången jag animerar någonsin (förutom alla post-it lappar man kladdat på) så var det inte lätt. Animeringen skulle alltså bestå av vår huvudkaraktär Captain Skip Legday. Där tanken är att när han simmar närmre havsbotten så ska han ändra animation till en spring animation. Hela tanken med detta är att det ska ytterligare […]
Game Design Post #2
Last week I tried to make a collision between the power up and the player. When I tried to explain what my mission was to accomplish that week it came out a bit blurry. To make my first blog post more clear and not that blurry, I will clear some things up. My pick up file is the file that checks what you can pick up, it will check for specific collisions with blocks, in this case their will be […]
Game Design Post #2
Last week I tried to make a collision between the power up and the player. When I tried to explain what my mission was to accomplish that week it came out a bit blurry. To make my first blog post more clear and not that blurry, I will clear some things up. My pick up file is the file that checks what you can pick up, it will check for specific collisions with blocks, in this case their will be […]
Main Theme Song
For this week I’ve created some main theme music for the game. What kind of music I wanted to have for the main theme was relatively clear. I had some keywords like “space” and “atmospheric”. The genre Ambient seemed fitting for the keywords I used, and listened to artists like Brian Eno who is a pioneer in the genre. I listened to some of his songs, that had a very slow feel and atmospheric sound. Now with this in mind […]
Main Theme Song
For this week I’ve created some main theme music for the game. What kind of music I wanted to have for the main theme was relatively clear. I had some keywords like “space” and “atmospheric”. The genre Ambient seemed fitting for the keywords I used, and listened to artists like Brian Eno who is a pioneer in the genre. I listened to some of his songs, that had a very slow feel and atmospheric sound. Now with this in mind […]
Create a Character in Programming
Hi ,
today i am going to talk about how i implemented an NPC (non-player character) into our Game Planet Suburbia. First i am going to tell you a little bit about our NPC.
Commander Victoria Brevitt.
In Planet Suburbia the player will be contacted by Commander Victoria Brevitt through a comm radio. She will appear over a chat bar, which displays her lines of dialogue. Her purpose is to give orders to the player. She can also provide the player with useful tips on how to defeat the enemy […]
Create a Character in Programming
Hi ,
today i am going to talk about how i implemented an NPC (non-player character) into our Game Planet Suburbia. First i am going to tell you a little bit about our NPC.
Commander Victoria Brevitt.
In Planet Suburbia the player will be contacted by Commander Victoria Brevitt through a comm radio. She will appear over a chat bar, which displays her lines of dialogue. Her purpose is to give orders to the player. She can also provide the player with useful tips on how to defeat the enemy […]