Daily Archives: February 19, 2016
Flight of the Giraffa – Update 2
This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]
Flight of the Giraffa – Update 2
This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]
HealthBar, meltbar, meltdown -.-‘
Denna vecka har jag inte hunnit arbeta speciellt mycket pga att jag varit tvungen att komplettera en tidigare kurs där inlämningen var igår(onsdag). Därför har all fokus idag legat på att göra spelet godkänt för Alphan som ska visas upp. Det innebär för min del skapandet av ett GUI, eller för att vara mer exakt, endast en health bar för tillfället.
Vår tanke är att huvudkaraktären i spelet inte ska ha något direkt liv, utan det ska baseras på hur mycket […]
HealthBar, meltbar, meltdown -.-‘
Denna vecka har jag inte hunnit arbeta speciellt mycket pga att jag varit tvungen att komplettera en tidigare kurs där inlämningen var igår(onsdag). Därför har all fokus idag legat på att göra spelet godkänt för Alphan som ska visas upp. Det innebär för min del skapandet av ett GUI, eller för att vara mer exakt, endast en health bar för tillfället.
Vår tanke är att huvudkaraktären i spelet inte ska ha något direkt liv, utan det ska baseras på hur mycket […]
MERMAID RIVER BLOG #2 – Full Throttle
Hello out there,
This week sure passed by like a wind. We have started preparing for alpha presentation and members of Team 4 have gone full throttle! A few days ago we presented to our class a game filled with a pitch black screen and a color-changing cube, raving its way through the screen. Due to last week’s planning we couldn’t show any of our art and objects which was a let down, but things change quite fast in our group!
We […]
MERMAID RIVER BLOG #2 – Full Throttle
Hello out there,
This week sure passed by like a wind. We have started preparing for alpha presentation and members of Team 4 have gone full throttle! A few days ago we presented to our class a game filled with a pitch black screen and a color-changing cube, raving its way through the screen. Due to last week’s planning we couldn’t show any of our art and objects which was a let down, but things change quite fast in our group!
We […]
Collision with and without AABB #2 Group 12
Hello readers!, today I’ll be speaking about Axis-Aligned Bounding Box, Circular Collision aswell as the Seperate Axis Theorem, so lets get right at it!, the reason I’ve worked on collision is because my group has been preparing for the official date of our alpha, which is 19/02/16 and due to this I’ve finally included a collision system into the game.
So you might ask yourself, “why do you need to go through three different collision systems when you only need one?” […]
Collision with and without AABB #2 Group 12
Hello readers!, today I’ll be speaking about Axis-Aligned Bounding Box, Circular Collision aswell as the Seperate Axis Theorem, so lets get right at it!, the reason I’ve worked on collision is because my group has been preparing for the official date of our alpha, which is 19/02/16 and due to this I’ve finally included a collision system into the game.
So you might ask yourself, “why do you need to go through three different collision systems when you only need one?” […]
Programming our Heads up display
I began our fifth week by fixing a few problems I had with my missile movement by taking the values from inside the window so now they work properly.
I had an exciting task ahead of me this week I had to program our Heads up display and what my group wanted was something different from what you would normally see in a game. Where in games you have numbers and health bars everywhere but not to different and it ended […]
Programming our Heads up display
I began our fifth week by fixing a few problems I had with my missile movement by taking the values from inside the window so now they work properly.
I had an exciting task ahead of me this week I had to program our Heads up display and what my group wanted was something different from what you would normally see in a game. Where in games you have numbers and health bars everywhere but not to different and it ended […]
Week two post
This week, like the previous one, i spent a lot of time on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]
Week two post
This week, like the previous one, i spent a lot of time on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player!
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player!
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player!
Aimbotting for turrets
It’s pretty hard to defend a planet if you’re alone. I mean, you’re just this tiny guy on this huge planet and aliens are attacking from all over the place. You simply won’t be able to defend the entire planet at once. The solution? Turrets!
These wasn’t that hard to implement since we’re placing the turret at the players position that we’ve already calculated and reuse the aiming and shooting code that we have for the player!
Week 4 (Movement, AI & Sprite Origins)
This week’s focus has solely been on the completion of the alpha stage of the game. The team split up the remaining things that needed to be done and hastely started to crunch some code.
The elements I had to fix/create was a movement fix due to the group getting a lot of comments about it feeling a bit of odd and difficult to manoveur, a sort of AI for our first enemy named the Prowler and fixing so that all sprite […]
Week 4 (Movement, AI & Sprite Origins)
This week’s focus has solely been on the completion of the alpha stage of the game. The team split up the remaining things that needed to be done and hastely started to crunch some code.
The elements I had to fix/create was a movement fix due to the group getting a lot of comments about it feeling a bit of odd and difficult to manoveur, a sort of AI for our first enemy named the Prowler and fixing so that all sprite […]