Yearly Archives: 2016
Spelutveckling vecka 05
Den artefakt som jag har valt att skriva om den här veckan handlar om det vi i gruppen kallar ”Hard Winds”. Det är ett hinder i spelet som gör det svårt för både ugglemamman och alla fiende fåglar att flyga. När det kommer en hård vind i spelet saktas spelarens (ugglemamman) hastighet ner under en viss tid.
Jag fick i uppdrag att försöka visualisera vindar och hur man kan visa det i ett spel samtidigt som spelaren förstår vad det är […]
Spelutveckling vecka 05
Den artefakt som jag har valt att skriva om den här veckan handlar om det vi i gruppen kallar ”Hard Winds”. Det är ett hinder i spelet som gör det svårt för både ugglemamman och alla fiende fåglar att flyga. När det kommer en hård vind i spelet saktas spelarens (ugglemamman) hastighet ner under en viss tid.
Jag fick i uppdrag att försöka visualisera vindar och hur man kan visa det i ett spel samtidigt som spelaren förstår vad det är […]
[5SD033]Blog 3 – Tiled For Everybody!
By: Martin Carlsson
Group: 10
This is the second and last part of the Tile System implementation.
Last week I went through some of the general ideas of the implementation when it came to reading the file. This week I finalized the implementation of the tile system. The project now opens a .tmx file and reads all the values it needs from it, makes the data into a layer, which is made into an image which then gets drawn to the screen.
So let’s go […]
[5SD033]Blog 3 – Tiled For Everybody!
By: Martin Carlsson
Group: 10
This is the second and last part of the Tile System implementation.
Last week I went through some of the general ideas of the implementation when it came to reading the file. This week I finalized the implementation of the tile system. The project now opens a .tmx file and reads all the values it needs from it, makes the data into a layer, which is made into an image which then gets drawn to the screen.
So let’s go […]
Itsy Bitsy Spider 2: Eight legs, daisy dukes, makes an animator go whoo-whoo
As I mentioned in my last post I’ve been working on enemy design and animation during this project, I also mentioned that I was… unhappy with my creations. I have however started to figure things out (more or less) and while I’m still amateurish to say the least I’d like to think that the results of my efforts have somwhat improved in quality. It’s no longer abominations anymore, it’s just kind of bad.
Complaining and self criticism aside, I should explain […]
Itsy Bitsy Spider 2: Eight legs, daisy dukes, makes an animator go whoo-whoo
As I mentioned in my last post I’ve been working on enemy design and animation during this project, I also mentioned that I was… unhappy with my creations. I have however started to figure things out (more or less) and while I’m still amateurish to say the least I’d like to think that the results of my efforts have somwhat improved in quality. It’s no longer abominations anymore, it’s just kind of bad.
Complaining and self criticism aside, I should explain […]
Blog week 3 -Thundercloud and powerline animation
This week has been a week of ELECTRICAL ANIMATION!
I have two artefacts to show this time, both sharing the theme of a high voltage-count. For now I’ll start with the thundercloud wich has been the meatiest of all of the animation I’ve worked on so far.
The thundercloud is one of our hazards in the game. It’s a sinister cloud that moves across the top of the screen and shoots down a bolt of lightning at regular intervals that the player […]
Blog week 3 -Thundercloud and powerline animation
This week has been a week of ELECTRICAL ANIMATION!
I have two artefacts to show this time, both sharing the theme of a high voltage-count. For now I’ll start with the thundercloud wich has been the meatiest of all of the animation I’ve worked on so far.
The thundercloud is one of our hazards in the game. It’s a sinister cloud that moves across the top of the screen and shoots down a bolt of lightning at regular intervals that the player […]
Enemy Plane and related Instancing
This week I have been focusing on compressing all enemy-related code, like collision, shooting and so on, into class specific functions, to allow more enemies to be generated, and to more easily adjust things like how and at what rate enemies fire bullets…
…and they do fire a lot of bullets; you could say its a shooting gallery out there and not be wrong.
I started out by taking into account what functions each Enemy needed to have run, and how it […]
Enemy Plane and related Instancing
This week I have been focusing on compressing all enemy-related code, like collision, shooting and so on, into class specific functions, to allow more enemies to be generated, and to more easily adjust things like how and at what rate enemies fire bullets…
…and they do fire a lot of bullets; you could say its a shooting gallery out there and not be wrong.
I started out by taking into account what functions each Enemy needed to have run, and how it […]
Desolate Echo – Week 5
So, for this week I present an attacking Prowler, one of the hostile creatures found in the caverns of Echo Six.
It looks like this:
Prowler and hovercraft comparison
As usual, I used GraphicsGale for this. The animation is 16 frames long and each frame consists of four separate animations: the arms, wings, head and body (this is the order in which I animated them). The animation is only played when the Prowler comes within a certain range from the player.
I began with the […]
Desolate Echo – Week 5
So, for this week I present an attacking Prowler, one of the hostile creatures found in the caverns of Echo Six.
It looks like this:
Prowler and hovercraft comparison
As usual, I used GraphicsGale for this. The animation is 16 frames long and each frame consists of four separate animations: the arms, wings, head and body (this is the order in which I animated them). The animation is only played when the Prowler comes within a certain range from the player.
I began with the […]
Creating a NPC in programming Part 2
Hi ,
today i want to talk about how i had implemented our second character , the president, in our game ,planet suburbia.First off i am going to give you some information about him without spoiling our story for you.
Ronald Bronson Gump Jr.
President of Earth
The president will appear in the end of the game, to
give the player his/her final scoring.
That is our main function for our President right now.
Just i like i had to do it last week , i have to do […]
Creating a NPC in programming Part 2
Hi ,
today i want to talk about how i had implemented our second character , the president, in our game ,planet suburbia.First off i am going to give you some information about him without spoiling our story for you.
Ronald Bronson Gump Jr.
President of Earth
The president will appear in the end of the game, to
give the player his/her final scoring.
That is our main function for our President right now.
Just i like i had to do it last week , i have to do […]
Remake
Hello there! I am back to tell you some of my week.
Last week we had a Alpha presentation of our game. We got some critics for mixing different styles of graphics so my main job this week have been to fix some of this in the menys and sektors. The sektors as you can see from my previous posts are mostly, but not only, pixelart and since we decided to focus on pixelart that is now what we have done.
Sektor […]
Remake
Hello there! I am back to tell you some of my week.
Last week we had a Alpha presentation of our game. We got some critics for mixing different styles of graphics so my main job this week have been to fix some of this in the menys and sektors. The sektors as you can see from my previous posts are mostly, but not only, pixelart and since we decided to focus on pixelart that is now what we have done.
Sektor […]
Blog week 3 – Sound edit and even more asteroids
Blog week three is upon us! Our group has fought so hard these couple of weeks and as a team member I couldn’t be more proud of them.
So what have I done this week? Well since the beta is getting closer it’s been hard for us four graphics-students to create new content, since it has to be implemented in time by our programmers. Therefore, we’ve been trying to come up with stuff to draw that is not very hard to put into […]
Blog week 3 – Sound edit and even more asteroids
Blog week three is upon us! Our group has fought so hard these couple of weeks and as a team member I couldn’t be more proud of them.
So what have I done this week? Well since the beta is getting closer it’s been hard for us four graphics-students to create new content, since it has to be implemented in time by our programmers. Therefore, we’ve been trying to come up with stuff to draw that is not very hard to put into […]
Week 3 – Kaboom
This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]
Week 3 – Kaboom
This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]
Game Development – 3rd Blog Entry
Hello again, and welcome to my third blog entry in the series where I detail the progress that our team is making in the development of our student project game. If you want more information on the project and earlier work done in it, you can find that in the earlier blog posts.
This week, I will talk about an asset that I created for out game during last week’s production sprint.
Unfortunately, I was sick in a cold for the beginning […]
Game Development – 3rd Blog Entry
Hello again, and welcome to my third blog entry in the series where I detail the progress that our team is making in the development of our student project game. If you want more information on the project and earlier work done in it, you can find that in the earlier blog posts.
This week, I will talk about an asset that I created for out game during last week’s production sprint.
Unfortunately, I was sick in a cold for the beginning […]
Animation Methods Part 1
Today I will briefly talk about an artifact I made this week as well as some basic animation techniques, as requested. So let’s get started, shall we?
Crawler Attack
Top down view
One of the artifacts I worked on this week was an attack animation for one of our enemies, the “Crawler”. When the Crawler is close enough to the player sprite it will perform a swiping attack, hurting the player for a fair amount of damage. And my task was to animate […]
Animation Methods Part 1
Today I will briefly talk about an artifact I made this week as well as some basic animation techniques, as requested. So let’s get started, shall we?
Crawler Attack
Top down view
One of the artifacts I worked on this week was an attack animation for one of our enemies, the “Crawler”. When the Crawler is close enough to the player sprite it will perform a swiping attack, hurting the player for a fair amount of damage. And my task was to animate […]