Monthly Archives: February 2016
Flight of the Giraffa – Update 1
This week I have created classes to manage entities in our game “Flight of the Giraffa”, which is group 9’s project for Game Design II. Flight of the Giraffe is a 2D, side scrolling space shooter with a bullet-hell theme, where you play as a giraffe dodging bullets in space.
To manage every object appearing on screen, I have managers for every type of entity in our game. The manager will keep track of a certain type of entity and update […]
Flight of the Giraffa – Update 1
This week I have created classes to manage entities in our game “Flight of the Giraffa”, which is group 9’s project for Game Design II. Flight of the Giraffe is a 2D, side scrolling space shooter with a bullet-hell theme, where you play as a giraffe dodging bullets in space.
To manage every object appearing on screen, I have managers for every type of entity in our game. The manager will keep track of a certain type of entity and update […]
Death Animation – Week 3
My name is Victor Kristiansson and I am working with team 6 on Colossus Core, or as we have decided to name it, Desolate Echo. My biggest task this week was to provide the team with an animation for the death of our avatar. I have some experience with animations previously, and since our game is using pixel art the animation process is very basic and simple.
The first thing I had to know was what to animate. The avatar is a (relatively […]
Death Animation – Week 3
My name is Victor Kristiansson and I am working with team 6 on Colossus Core, or as we have decided to name it, Desolate Echo. My biggest task this week was to provide the team with an animation for the death of our avatar. I have some experience with animations previously, and since our game is using pixel art the animation process is very basic and simple.
The first thing I had to know was what to animate. The avatar is a (relatively […]
Animating sprites
This week I’ve been churning away at animating the sprites of one of our protagonist. While I got off to a rough start, due to my inexperience in sprite animation, I caught on pretty quickly.
It is quite frustrating, though, since Photoshop handles animation in a very unorthodox way. Let’s compare it to a more conventional animation tool; Adobe Flash.
In Flash you have a timeline that also acts as your list of layers. You add frames to a layer, draw a […]
Animating sprites
This week I’ve been churning away at animating the sprites of one of our protagonist. While I got off to a rough start, due to my inexperience in sprite animation, I caught on pretty quickly.
It is quite frustrating, though, since Photoshop handles animation in a very unorthodox way. Let’s compare it to a more conventional animation tool; Adobe Flash.
In Flash you have a timeline that also acts as your list of layers. You add frames to a layer, draw a […]
[5SD033]Potato Pirates, Week One – The beginnings of an AI
The first few days of this week was spent planning how our AI should behave. We started by outlining the different states of the enemy:
Patrol State – The default state of the enemy plane. When in this state the enemy will patrol a certain area. It will do this by randomizing a waypoint within its area which it will then travel towards, when the waypoint is reached it will randomize a new waypoint and so on.
Chase State – When the enemy has found […]
[5SD033]Potato Pirates, Week One – The beginnings of an AI
The first few days of this week was spent planning how our AI should behave. We started by outlining the different states of the enemy:
Patrol State – The default state of the enemy plane. When in this state the enemy will patrol a certain area. It will do this by randomizing a waypoint within its area which it will then travel towards, when the waypoint is reached it will randomize a new waypoint and so on.
Chase State – When the enemy has found […]
GameWorld
Hello. My name is Morgan Johansson and I am a gamedesign and graphics student on Uppsala university, Gotland. Right now me and my group are working on our first game project. In a few weeks we shall create a 2D spaceshooter from a game design document created by another group. We choose the concept of Planet Suburbia. We’ve made some modfications but it is basically a planet who has reached the point of an utopia, gathered under one state, and […]
GameWorld
Hello. My name is Morgan Johansson and I am a gamedesign and graphics student on Uppsala university, Gotland. Right now me and my group are working on our first game project. In a few weeks we shall create a 2D spaceshooter from a game design document created by another group. We choose the concept of Planet Suburbia. We’ve made some modfications but it is basically a planet who has reached the point of an utopia, gathered under one state, and […]
2016-02-11
Denna vecka har jag mestadels arbetat med att försöka få ihop en texture atlas så att våra programmerare kan börja få in sprites i spelet. Arbetade även förra veckan med detta men det gick inte så bra så gav upp och gjorde klart resterande uppgifter istället. Tiden har mestadels gått till att söka runt hur man gör ett samt ifall det finns något bra program för det. Har laddat ner cirka fyra olika stycken program utan framgång eftersom vissa varit […]
2016-02-11
Denna vecka har jag mestadels arbetat med att försöka få ihop en texture atlas så att våra programmerare kan börja få in sprites i spelet. Arbetade även förra veckan med detta men det gick inte så bra så gav upp och gjorde klart resterande uppgifter istället. Tiden har mestadels gått till att söka runt hur man gör ett samt ifall det finns något bra program för det. Har laddat ner cirka fyra olika stycken program utan framgång eftersom vissa varit […]
Blog week 1: Idle animation
The artifact I’ve done is the idle animation for the boss. This animation was necessary because the player needed some sort of input that the game is still active and that the sprite has some sort of purpose other than just decoration. The game is typically an autoscroller until you reach the boss area, then the map will stop and you’ll see the boss there and it would feel awkward if the sprite was completely still which would disrupt the […]
Blog week 1: Idle animation
The artifact I’ve done is the idle animation for the boss. This animation was necessary because the player needed some sort of input that the game is still active and that the sprite has some sort of purpose other than just decoration. The game is typically an autoscroller until you reach the boss area, then the map will stop and you’ll see the boss there and it would feel awkward if the sprite was completely still which would disrupt the […]
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 […]