Monthly Archives: March 2016

Week 8, The end(Screen)

Hello and goodbye!
This will be the last update for this project!
A lot of polishing has been done, but we have also tested our way through the game and everything surrounding it. Working with the navigation through the menu, tweaking and other small details that we think make our game, a better game!
While everything felt solid, we were still missing a proper function for highscore.
We were not happy with the current one. We did not only redo it because it was […]

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Program: Graphics

Week 8, The end(Screen)

Hello and goodbye!
This will be the last update for this project!
A lot of polishing has been done, but we have also tested our way through the game and everything surrounding it. Working with the navigation through the menu, tweaking and other small details that we think make our game, a better game!
While everything felt solid, we were still missing a proper function for highscore.
We were not happy with the current one. We did not only redo it because it was […]

/ Comments Off on Week 8, The end(Screen)
Program: Graphics

End

The end is coming and that is a relief. Our first GDD (Game Design Document) was poor. But when we got back the feedback, we did not even get any feedback cause it was accordingly to our teacher so so utterly crap that it was below him. I might agree to some extent that parts of it was really underworked. So I decided to redo it myself since our programmers are having a ruff time making it in time. Basically it feels […]

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Program: Graphics

End

The end is coming and that is a relief. Our first GDD (Game Design Document) was poor. But when we got back the feedback, we did not even get any feedback cause it was accordingly to our teacher so so utterly crap that it was below him. I might agree to some extent that parts of it was really underworked. So I decided to redo it myself since our programmers are having a ruff time making it in time. Basically it feels […]

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Program: Graphics

Blog 6 17/3

Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]

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Program: Programming

Blog 6 17/3

Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]

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Program: Programming

BLOG WEEK 5 – Vector subscript out of range

Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]

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Program: Programming

BLOG WEEK 5 – Vector subscript out of range

Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]

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Program: Programming

Blog week 6 – Story pictures

Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]

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Program: Graphics

Blog week 6 – Story pictures

Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]

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Program: Graphics

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

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Program: Programming

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

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Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

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Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

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Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

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Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

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Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

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Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

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Program: Programming

Sista veckan!

Hej på er!
Den här veckan har varit ganska lugnt då all grafik i spelet blev klar i början av veckan. Så det man har sysslat med sen dess har varit att kolla igenom grafiken och gjort små förbättringar. Ska också nämna att det här är sista veckan då vi jobbar på vårt spel. Imorgon är det finalen och då ska spelet vara helt klar och presenteras, det kommer bli otroligt kul att se slutresultaten från alla grupper.
Så, vad har jag […]

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Program: Graphics

Sista veckan!

Hej på er!
Den här veckan har varit ganska lugnt då all grafik i spelet blev klar i början av veckan. Så det man har sysslat med sen dess har varit att kolla igenom grafiken och gjort små förbättringar. Ska också nämna att det här är sista veckan då vi jobbar på vårt spel. Imorgon är det finalen och då ska spelet vara helt klar och presenteras, det kommer bli otroligt kul att se slutresultaten från alla grupper.
Så, vad har jag […]

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Program: Graphics

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

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Program: Programming

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

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Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

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Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

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Program: Programming