Monthly Archives: February 2016

Space shooter Third week 2/25

This week I have spent with working mainly on sound effects for our avatar, the hovercraft. Besides that I have also worked on making tile variations.
I have been more successful this week than any other week so far on the project. This week I can actually claimed to have contributed to the game. I got help from Peter in my group and managed to solve a lot of Issues that I have had for long. I also decided to ditch […]

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Program: Graphics

Space shooter Third week 2/25

This week I have spent with working mainly on sound effects for our avatar, the hovercraft. Besides that I have also worked on making tile variations.
I have been more successful this week than any other week so far on the project. This week I can actually claimed to have contributed to the game. I got help from Peter in my group and managed to solve a lot of Issues that I have had for long. I also decided to ditch […]

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Program: Graphics

Week 5

This week we have focused on making tiles, reusable assets. We figured out that instead of making huge chunks of art, we could draw individual reusable objects. These ”tiles” feels a bit more static but gives us new advantages:

It’s easier to build smart level design when you don’t need to make an entirely new painting every time you come up with something. The level designers can put a level together like Legos.

 

You can put a lot more detail and precision […]

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Program: Graphics

Week 5

This week we have focused on making tiles, reusable assets. We figured out that instead of making huge chunks of art, we could draw individual reusable objects. These ”tiles” feels a bit more static but gives us new advantages:

It’s easier to build smart level design when you don’t need to make an entirely new painting every time you come up with something. The level designers can put a level together like Legos.

 

You can put a lot more detail and precision […]

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Program: Graphics

Splosion in motion

Flight of the Giraffa – Update 3
So for my third post I’m going to talk about an animation I’ve created during this week. This animation didn’t actually take as much time as the one I wrote about in my first update, even thou it’s a little more complex. Probably because this time around I had gotten used to using the frame animation in Photoshop. The entire process for this artifact took me about 7 hours, which is about the time […]

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Program: Graphics

Splosion in motion

Flight of the Giraffa – Update 3
So for my third post I’m going to talk about an animation I’ve created during this week. This animation didn’t actually take as much time as the one I wrote about in my first update, even thou it’s a little more complex. Probably because this time around I had gotten used to using the frame animation in Photoshop. The entire process for this artifact took me about 7 hours, which is about the time […]

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Program: Graphics

Week 3 (Making spritesheets)

Hello! I’m the sound director for the game ”Potato Pirates”. My name is Martin Månsson. Instead of sound I will once again talk about graphical matters. That is because sound still does not have very high priority comparing to the graphics. Last week every single sprite for the “Fighter Plane” (which will be one kind of enemy in our game) was complete. To make this “Fighter Plane” animate in the game I will also have to make a “sprite sheet”, […]

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Program: Graphics

Week 3 (Making spritesheets)

Hello! I’m the sound director for the game ”Potato Pirates”. My name is Martin Månsson. Instead of sound I will once again talk about graphical matters. That is because sound still does not have very high priority comparing to the graphics. Last week every single sprite for the “Fighter Plane” (which will be one kind of enemy in our game) was complete. To make this “Fighter Plane” animate in the game I will also have to make a “sprite sheet”, […]

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Program: Graphics

Vecka 3

Halloj!
Nu har vi haft alphan och vi hann färdigt med alla kriterier tills dess som tur var så det gick bra. Nu är det dags för betan och det finns en hel del som behöver göras, fler fiender, fler power-ups. Turrets:ens skjutsystem behöver en liten remake, fler sektorer och en jäkla massa animationer till allt i princip, med mera, med mera…
Det jag tänkte skriva om denna veckan var animationen för vår EMP som jag inte riktigt fått att funka än. […]

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Program: Programming

Vecka 3

Halloj!
Nu har vi haft alphan och vi hann färdigt med alla kriterier tills dess som tur var så det gick bra. Nu är det dags för betan och det finns en hel del som behöver göras, fler fiender, fler power-ups. Turrets:ens skjutsystem behöver en liten remake, fler sektorer och en jäkla massa animationer till allt i princip, med mera, med mera…
Det jag tänkte skriva om denna veckan var animationen för vår EMP som jag inte riktigt fått att funka än. […]

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Program: Programming

Veckoreflektion – Blog 3 25/2

Hej! Denna vecka har jag haft som uppgift att göra parallax/background scrolling, samt har jag ”finslipat” på musiken till vårat spel och lagt till ytterligare två ljudeffekter.
Likt förra veckan underskattade jag svårighetsgraden med att göra denna uppgift. Att göra parallax visade sig vara extremt svårt för en relativt oerfaren programmerare som mig.
Helt utan framgång har det faktiskt inte varit,  jag har lyckats med att få marken att röra sig längst ner på skärmen. Detta gjordes med hjälp av att jag […]

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Program: Programming

Veckoreflektion – Blog 3 25/2

Hej! Denna vecka har jag haft som uppgift att göra parallax/background scrolling, samt har jag ”finslipat” på musiken till vårat spel och lagt till ytterligare två ljudeffekter.
Likt förra veckan underskattade jag svårighetsgraden med att göra denna uppgift. Att göra parallax visade sig vara extremt svårt för en relativt oerfaren programmerare som mig.
Helt utan framgång har det faktiskt inte varit,  jag har lyckats med att få marken att röra sig längst ner på skärmen. Detta gjordes med hjälp av att jag […]

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Program: Programming

Sounds of the deep, group 12 #3

Hello readers!, another week passes on with our work on Colossus Core steaming on at it’s normal pace, this week I’ve delved into many tutorials on various matters that was in need of taking care of however, this weeks main focus for me has been one thing and that has been sound!.
So what I’ve worked on is a basic sound manager featuring our sounds for the game (which doesn’t exist yet.) which made my situation interesting, making the basic code […]

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Program: Programming

Sounds of the deep, group 12 #3

Hello readers!, another week passes on with our work on Colossus Core steaming on at it’s normal pace, this week I’ve delved into many tutorials on various matters that was in need of taking care of however, this weeks main focus for me has been one thing and that has been sound!.
So what I’ve worked on is a basic sound manager featuring our sounds for the game (which doesn’t exist yet.) which made my situation interesting, making the basic code […]

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Program: Programming

Buildings och BuildingManager

Jag har gjort en byggnadsklass och en manager för den klassen. Byggnadsmanagern hanterar skapandet, uppdateringen, lagringen och ritandet utav byggnaderna. Ett problem som jag hade när det gällde skapandet utav byggnaderna var rotationen på de. Eftersom allting i spelet ritas ut i relation till planeten, som är en cirkel, och alla byggnaderna skapas i samma for-loop och får deras position runt cirkeln baserad på värdet utav integer variabeln ”i” i denna for-loop i form av radianer. Jag hade allmänna svårigheter […]

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Program: Programming

Buildings och BuildingManager

Jag har gjort en byggnadsklass och en manager för den klassen. Byggnadsmanagern hanterar skapandet, uppdateringen, lagringen och ritandet utav byggnaderna. Ett problem som jag hade när det gällde skapandet utav byggnaderna var rotationen på de. Eftersom allting i spelet ritas ut i relation till planeten, som är en cirkel, och alla byggnaderna skapas i samma for-loop och får deras position runt cirkeln baserad på värdet utav integer variabeln ”i” i denna for-loop i form av radianer. Jag hade allmänna svårigheter […]

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Program: Programming

Week 3 – Attack Animation

This week started by discussing the things we needed for the Beta. After Alpha, I realized that I have to start making the two other enemies for our game as soon as possible. We have three different types of enemies: charger, beamer and shooter. The enemy I had already made was the charger enemy, so now it was time to start working on the shooter. More specifically, start working on the attack animation.

To begin with, I am going to explain […]

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Program: Graphics

Week 3 – Attack Animation

This week started by discussing the things we needed for the Beta. After Alpha, I realized that I have to start making the two other enemies for our game as soon as possible. We have three different types of enemies: charger, beamer and shooter. The enemy I had already made was the charger enemy, so now it was time to start working on the shooter. More specifically, start working on the attack animation.

To begin with, I am going to explain […]

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Program: Graphics

Owlets Follow the Player

This week I’ve worked on a lot of things, not to say that I haven’t worked on a lot of things the other weeks but whatever…
Since I’ve talked about the owlets before and since I’ve been the one in our group working on their functionality I decided to continue talking about them and how I made them follow the player around after you’ve picked them up.
 
So according to the concept document the owlets were suppose to follow the player like […]

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Program: Programming

Owlets Follow the Player

This week I’ve worked on a lot of things, not to say that I haven’t worked on a lot of things the other weeks but whatever…
Since I’ve talked about the owlets before and since I’ve been the one in our group working on their functionality I decided to continue talking about them and how I made them follow the player around after you’ve picked them up.
 
So according to the concept document the owlets were suppose to follow the player like […]

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Program: Programming

Blog Week 3: Fiendedesigner

För att spelet man skapar ska bli roligt att spela krävs det bra fiendedesigner. Man vill gärna att fienderna ska ha ett någorlunda genomgående tema när de är färdiga. Det tänkte jag mycket på när jag designade de två olika fiendedesignerna tillsammans med bossen I vårt spel. I spelet har fienderna trianglar som ett genomgående tema. Trianglar är mycket kantiga och skapar känns därför inte lika välkommande som till exempel runda och lena former.
Vi har två olika designer: Varanidaes […]

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Program: Programming

Blog Week 3: Fiendedesigner

För att spelet man skapar ska bli roligt att spela krävs det bra fiendedesigner. Man vill gärna att fienderna ska ha ett någorlunda genomgående tema när de är färdiga. Det tänkte jag mycket på när jag designade de två olika fiendedesignerna tillsammans med bossen I vårt spel. I spelet har fienderna trianglar som ett genomgående tema. Trianglar är mycket kantiga och skapar känns därför inte lika välkommande som till exempel runda och lena former.
Vi har två olika designer: Varanidaes […]

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Program: Programming

Blog post #3 – Music

HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]

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Program: Graphics

Blog post #3 – Music

HI! Last week I started the creation of sound and music for the game Mermaid river. Making game audio is something that I think is interesting but that I lack knowledge of, so it felt exciting to address this task at last. In this post I’m going to talk about the music that I’ve made.
Mermaid river is a game with a pirate theme, so when I made the music I wanted it to stay within the frames of the theme. […]

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Program: Graphics