Yearly Archives: 2016
Geneva Lost Weekly Reflection – Week 8, 2016
Artifact: Collision
Collision is an important part of every game, but can be very challenging. Some games require only simple collision detection: Tile based games makes due with axis aligned box to box collision detection while many space-shooter type games will only require simple circle collision detection.
Given that our game has free form movement we would need a more advanced type of collision to make sure that the game feels right. This we could either achieve with pixel-perfect collision detection or […]
Geneva Lost Weekly Reflection – Week 8, 2016
Artifact: Collision
Collision is an important part of every game, but can be very challenging. Some games require only simple collision detection: Tile based games makes due with axis aligned box to box collision detection while many space-shooter type games will only require simple circle collision detection.
Given that our game has free form movement we would need a more advanced type of collision to make sure that the game feels right. This we could either achieve with pixel-perfect collision detection or […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
The faces (or sprites) of death
It might be a little bit redundant at this point, but this week I worked on, you guessed it, yet more sprites. It is the third blog post in a row about sprites, and it’s quite hard to come up with anything new to write about, but here goes nothing.
Learning to animate is a steep climb. It is very hard when you start out, and once you get there, you might find, to your annoyance, an elevator at the top. […]
Shinier stones
Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]
Shinier stones
Another week gone by in what seems like the blink of an eye. It took a while, but I have now finally, blissfully, finished shading the set of stones needed. There is a small issue I have with the illustrating program I use where it turns transparent pixels into black pixels, which is a problem. Fortunately, one of my teammates uses the same program and knows how to fix it. She is going to show me how tomorrow, so that […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]
LevelDesign
Hello dear readers! Robert here again and this week i have been working on leveldesign with my group.
So in our group we have a bunch of different enemies with different attack patterns and different enviromental obstacles that occur when you are flying above this train.
For the enemies we have the Falcon which have the movement pattern diagonal approach towards the player, so the Falcon will come in from the top go straight ahead until the player is in a diagonal […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
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”, […]
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”, […]
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. […]
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. […]
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]