Monthly Archives: March 2017

New in Reader: Combined Cards

If you’ve ever followed a frequently updating site in Reader, you may have noticed a problem. When one of your followed sites goes on a posting streak, it can easily overwhelm your stream, causing you to miss posts from less frequent sites.
Today we launched a new feature to alleviate this problem: Combined Cards. Now, when a site you follow gets prolific, we’ll combine those posts into a single card — provided the posts are all from the same day and uninterrupted by posts from […]

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Program: Programming

New in Reader: Combined Cards

If you’ve ever followed a frequently updating site in Reader, you may have noticed a problem. When one of your followed sites goes on a posting streak, it can easily overwhelm your stream, causing you to miss posts from less frequent sites.
Today we launched a new feature to alleviate this problem: Combined Cards. Now, when a site you follow gets prolific, we’ll combine those posts into a single card — provided the posts are all from the same day and uninterrupted by posts from […]

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Program: Programming

Reflections about the research done so far

https://github.com/aigamedev/btsk
There is a book, Game AI Pro, in which one chapter explains and creates the code found in the link above. It is the Behavior Tree Starter Kit (BTSK). The book explains the difference between behavior and actions. Behaviors are the set of logical expressions deciding what the AI does, in other words; what action it takes. An even more formal description is that Behaviors are the nodes in the tree who are parents. The leaf nodes either checks the status of […]

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Program: Programming

Reflections about the research done so far

https://github.com/aigamedev/btsk
There is a book, Game AI Pro, in which one chapter explains and creates the code found in the link above. It is the Behavior Tree Starter Kit (BTSK). The book explains the difference between behavior and actions. Behaviors are the set of logical expressions deciding what the AI does, in other words; what action it takes. An even more formal description is that Behaviors are the nodes in the tree who are parents. The leaf nodes either checks the status of […]

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Program: Programming

Save Your Favorite Images and Media on WordPress.com, Anytime

We’ve added a new media section to your WordPress.com dashboard, allowing you to bulk upload, edit, and tweak your media files. Let’s look at the changes:
Upload Media in Bulk
Add new items in bulk by going to Media → Add New to activate the file picker. You can also drag and drop items right onto the page.

Edit Media
Now you can edit media files as you add them to your post or directly from the media section. To modify […]

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Program: Programming

Save Your Favorite Images and Media on WordPress.com, Anytime

We’ve added a new media section to your WordPress.com dashboard, allowing you to bulk upload, edit, and tweak your media files. Let’s look at the changes:
Upload Media in Bulk
Add new items in bulk by going to Media → Add New to activate the file picker. You can also drag and drop items right onto the page.

Edit Media
Now you can edit media files as you add them to your post or directly from the media section. To modify […]

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Program: Programming

Game Production Afterthoughts

It’s over. Our ten-week march is over and we have a game. Or, at least, something that constitutes as a game? I am being super harsh here. Do we have a game with a start and an end? Yes. Can you finish the game? You could if you are very good from the start. So, ok, we have a game. Could it have been better? By a lot. Yay! We have a bit undercooked game. Not bad for a bunch […]

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Program: Game Design

Game Production Afterthoughts

It’s over. Our ten-week march is over and we have a game. Or, at least, something that constitutes as a game? I am being super harsh here. Do we have a game with a start and an end? Yes. Can you finish the game? You could if you are very good from the start. So, ok, we have a game. Could it have been better? By a lot. Yay! We have a bit undercooked game. Not bad for a bunch […]

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Program: Game Design

Planning a BT

I have been away from blogging and making games for almost a year now. I had a lot of things going on at the same time since my education in game design and programming. But I have kept contact with some class mates and a few months ago (January 2017) I was inspired by Force Arena, a fast paced mmo rts – game (Massively Multiplayer Online Real Time Strategy). You play a hero who can move, attack and strategically place […]

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Program: Programming

Planning a BT

I have been away from blogging and making games for almost a year now. I had a lot of things going on at the same time since my education in game design and programming. But I have kept contact with some class mates and a few months ago (January 2017) I was inspired by Force Arena, a fast paced mmo rts – game (Massively Multiplayer Online Real Time Strategy). You play a hero who can move, attack and strategically place […]

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Program: Programming

Students interviewed about Alt.Ctrl:GDC


Local press caught up with our students as they returned from exhibiting at Alt.Ctrl:GDC: “The place to be om man är spelutvecklare”
Posted in Publicity by Ulf Benjaminsson

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Students interviewed about Alt.Ctrl:GDC


Local press caught up with our students as they returned from exhibiting at Alt.Ctrl:GDC: “The place to be om man är spelutvecklare”
Posted in Publicity by Ulf Benjaminsson

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5sd064 Turning the power-ups into pickup-able items

Hello again, Thomas Härdin here turning back to the power-ups of our game. As I’ve written about before I had to decide on the functionality of this games power-ups which turned out to be some fairly easily manageable enhancements to the players projectiles when playing in the hacking mode. We did get three of them, a rapid fire function that activates when 8 enemies are killed, a wider shot that you get through pressing a button, same as the wide […]

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Program: Game Design

5sd064 Turning the power-ups into pickup-able items

Hello again, Thomas Härdin here turning back to the power-ups of our game. As I’ve written about before I had to decide on the functionality of this games power-ups which turned out to be some fairly easily manageable enhancements to the players projectiles when playing in the hacking mode. We did get three of them, a rapid fire function that activates when 8 enemies are killed, a wider shot that you get through pressing a button, same as the wide […]

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Program: Game Design

Boss Design and Implementation

Design
Because I only worked on fixing bugs this week, I decided to write about some design and coding work I had done the week before which is a lot more interesting to write about. Namely how me and our lead designer worked on the design of the boss and how I implemented it in the game.
When we designed the boss we had the following goals for it:

The boss needs to test the player’s understanding of the core mechanics of the […]

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Program: Programming

Boss Design and Implementation

Design
Because I only worked on fixing bugs this week, I decided to write about some design and coding work I had done the week before which is a lot more interesting to write about. Namely how me and our lead designer worked on the design of the boss and how I implemented it in the game.
When we designed the boss we had the following goals for it:

The boss needs to test the player’s understanding of the core mechanics of the […]

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Program: Programming

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics

Vertex Colors

Vertex colors. It’s color data stored at vertices and you can do some pretty cool stuff with them. Most of the time you won’t have any need for vertex colors, and in unity the only shaders that make use of them are sprites, but when you’re making your own shaders you can do some pretty nifty things. Vertex colors can be used as a cheap way to shade or color meshes by combining the color with the diffuse, but a much […]

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Program: Graphics

#5 “Sorry guys i need to do my homework” – Planing parallel projects.

Hi everyone!
Today i want to talk about the backlog and parallel projects.
It is common to encounter problems while working with two projects at once. At the moment we tend to structure our work so that it clashes with our ordinary school work. Handling scheduling gets difficult and our insight into our teammates situations regarding time spent on lectures, homework and other school-related activities tend to be vague at best. Many blame the schools scheduling and lack of communication for the […]

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#5 “Sorry guys i need to do my homework” – Planing parallel projects.

Hi everyone!
Today i want to talk about the backlog and parallel projects.
It is common to encounter problems while working with two projects at once. At the moment we tend to structure our work so that it clashes with our ordinary school work. Handling scheduling gets difficult and our insight into our teammates situations regarding time spent on lectures, homework and other school-related activities tend to be vague at best. Many blame the schools scheduling and lack of communication for the […]

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A Few Tiny Steps Towards an Improved Writing Space at WordPress.com

Today we’re proud to unveil some design changes to the WordPress.com editor. It has the same great features you’ve come to expect, but with a cleaner, more refined experience — and a few new improvements, like a distraction-free writing mode.

Welcome to our new distraction-free writing experience. We hope you enjoy it.

To give you a tour, I chatted with the two people who helped to create it. Joen Asmussen and Matías Ventura are two Europe-based computational designers at Automattic who have […]

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Program: Programming

A Few Tiny Steps Towards an Improved Writing Space at WordPress.com

Today we’re proud to unveil some design changes to the WordPress.com editor. It has the same great features you’ve come to expect, but with a cleaner, more refined experience — and a few new improvements, like a distraction-free writing mode.

Welcome to our new distraction-free writing experience. We hope you enjoy it.

To give you a tour, I chatted with the two people who helped to create it. Joen Asmussen and Matías Ventura are two Europe-based computational designers at Automattic who have […]

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Program: Programming

Polish and additional fixes

This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]

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Program: Graphics

Polish and additional fixes

This week has been focused on polish. Especially when it comes to the levels and animations.
I have done some fixes to the animation, some final touches so that everything looks good for the final release.
There were some hiccups when it comes to the animations. For example, Marbles started to flap and move her legs when we put her animations into the game, the troubleshooting was a long and was a bit tedious, but when we found the problem then the […]

/ Comments Off on Polish and additional fixes
Program: Graphics