Daily Archives: March 4, 2016

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.

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Program: Programming

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.

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Program: Programming

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.

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Program: Programming

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.

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Program: Programming

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Men ett bättre sätt för att få bort […]

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Program: Programming

Code Review: Grupp 9, spelarklass

Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Men ett bättre sätt för att få bort […]

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Program: Programming

Sprites, work and heartbreak

By this point, if you’ve been following these blog posts, it should be quite obvious by now that I am pretty much the dedicated sprite artist of our group. I would love to write about something else, but I am left with little choice, as I really haven’t done much else, not counting character designs and such from early development.
This week, I hope to at least cover a different topic than character and enemy sprites. Yes, this week I have, […]

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Program: Graphics

Sprites, work and heartbreak

By this point, if you’ve been following these blog posts, it should be quite obvious by now that I am pretty much the dedicated sprite artist of our group. I would love to write about something else, but I am left with little choice, as I really haven’t done much else, not counting character designs and such from early development.
This week, I hope to at least cover a different topic than character and enemy sprites. Yes, this week I have, […]

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Program: Graphics

Bits and peaces

Due to other obligations, I was away most of this week and haven’t been able to work on the project as much as i wanted. Although for only one day of work, I have checked of a couple of things from my list.
A loss and win state was implemented so that you actually can achieve something, whether it is in victory or in failure. This I implemented in the same way as the main menu. After winning or loosing you have […]

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Program: Programming

Bits and peaces

Due to other obligations, I was away most of this week and haven’t been able to work on the project as much as i wanted. Although for only one day of work, I have checked of a couple of things from my list.
A loss and win state was implemented so that you actually can achieve something, whether it is in victory or in failure. This I implemented in the same way as the main menu. After winning or loosing you have […]

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Program: Programming

Sound and more Sound

Hello readers and/or fellow classmates!
This week I’ll be talking about the sound effects for the game and how I’ve been working on how to implement several sound effects into every needed category within the game.
So I got music up and working last week and what I’ve been working on this week (which took way more time then it should because I’ve been sick most of the week) is implementing callouts of different sound effects, allowing me to keep sound in a separate category.
So […]

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Program: Programming

Sound and more Sound

Hello readers and/or fellow classmates!
This week I’ll be talking about the sound effects for the game and how I’ve been working on how to implement several sound effects into every needed category within the game.
So I got music up and working last week and what I’ve been working on this week (which took way more time then it should because I’ve been sick most of the week) is implementing callouts of different sound effects, allowing me to keep sound in a separate category.
So […]

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Program: Programming

Powerups, powerups & powerups!

So this week is the last sprint before the beta, and therefore there’s a huge amount of work that needs to be done. I chose to finish all of the remaining powerups that our team have yet to scrap. These are the shield upgrade, rocket launcher and laser cannon. All of them was supposed to have different mechanics and behaviors which is the more difficult part to actually succeed in.
First upgrade i decided to try and create was the one […]

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Program: Programming

Powerups, powerups & powerups!

So this week is the last sprint before the beta, and therefore there’s a huge amount of work that needs to be done. I chose to finish all of the remaining powerups that our team have yet to scrap. These are the shield upgrade, rocket launcher and laser cannon. All of them was supposed to have different mechanics and behaviors which is the more difficult part to actually succeed in.
First upgrade i decided to try and create was the one […]

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Program: Programming

Canopy, shining ever brilliant

Good evening, dear readers!
This week has been a rather strange one. Being the week leading up to the Beta deadline, it would make sense for it to be a crunch-week, no? And yet, this is the calmest week I have had in two months. Sure, there is still work to be done, but almost all remaining tasks are code-related. As the environmental artist, I can now count the tasks left in this entire project for me to do on one […]

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Program: Graphics

Canopy, shining ever brilliant

Good evening, dear readers!
This week has been a rather strange one. Being the week leading up to the Beta deadline, it would make sense for it to be a crunch-week, no? And yet, this is the calmest week I have had in two months. Sure, there is still work to be done, but almost all remaining tasks are code-related. As the environmental artist, I can now count the tasks left in this entire project for me to do on one […]

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Program: Graphics

Geneva Lost Weekly Reflection – Week 9, 2016

Artifact: Crawlers and spawn points
 
The crawler, which may be our only enemy in the game (due to “budget cuts”), is supposed to be a fast and annoying enemy that attacks in swarms.
When first implementing the crawler it went straight for the player at a constant speed, dealing damage on contact. To make it more interesting we plan to give it some more dynamic behavior. First thing we changed was to give it a maximum turning speed, so that when running towards […]

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Program: Programming

Geneva Lost Weekly Reflection – Week 9, 2016

Artifact: Crawlers and spawn points
 
The crawler, which may be our only enemy in the game (due to “budget cuts”), is supposed to be a fast and annoying enemy that attacks in swarms.
When first implementing the crawler it went straight for the player at a constant speed, dealing damage on contact. To make it more interesting we plan to give it some more dynamic behavior. First thing we changed was to give it a maximum turning speed, so that when running towards […]

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Program: Programming

Blog 4 – 5SD033

Hej mitt namn är Robin och denna vecka har jag jobbat med ”Leadearboards” och hur man tar och får input/output till en textfil. Så att man kan använda det i en sorts high score lista.
Jag jobbade som sagt var med hur ”leaderboards” och text input/output fungerar, det jag planerade att göra var att tar input i form utav ett namn eller symboler och lägger ihop det med poängen som spelaren fick under sin spelomgång och sparar ner det i en […]

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Program: Programming

Blog 4 – 5SD033

Hej mitt namn är Robin och denna vecka har jag jobbat med ”Leadearboards” och hur man tar och får input/output till en textfil. Så att man kan använda det i en sorts high score lista.
Jag jobbade som sagt var med hur ”leaderboards” och text input/output fungerar, det jag planerade att göra var att tar input i form utav ett namn eller symboler och lägger ihop det med poängen som spelaren fick under sin spelomgång och sparar ner det i en […]

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Program: Programming