Author Archives: Adrian Lavrell
Eyes Align – Devlog 1
When making a futuristic game about space, you can’t just have aliens, fancy weapons and spaceships, but you also need cool sound effects to help your high-tech world come to life. And for this devlog I’m going to show how simple it is to design a laser blast from a space gun using a synthesizer.
The laser blast effect I made for our game Eyes Align, I used Native Instruments’ VST plug in FM8 as it handles frequency modulation very […]
Eyes Align – Devlog 1
When making a futuristic game about space, you can’t just have aliens, fancy weapons and spaceships, but you also need cool sound effects to help your high-tech world come to life. And for this devlog I’m going to show how simple it is to design a laser blast from a space gun using a synthesizer.
The laser blast effect I made for our game Eyes Align, I used Native Instruments’ VST plug in FM8 as it handles frequency modulation very […]
Space Giraffa – Update 6
During this week I have made a checkpoint manager class and checkpoint objects. When the player finish an enemy wave a checkpoint appears from the right side on the screen and drift past the player. When the player see this checkpoint (that will look like a bear holding a sign) they’ll know that they can jump to this point in the game through the level select screen.
I made some changes in the enemy manager class so that any observing instance […]
Space Giraffa – Update 6
During this week I have made a checkpoint manager class and checkpoint objects. When the player finish an enemy wave a checkpoint appears from the right side on the screen and drift past the player. When the player see this checkpoint (that will look like a bear holding a sign) they’ll know that they can jump to this point in the game through the level select screen.
I made some changes in the enemy manager class so that any observing instance […]
Space Giraffa – Update 5
Other than recovering from Monday’s beta presentation, this week has been pretty mild. I have chosen some easier tasks to complete for this scrum session. One of them was a High score system that can add entries and sort them with the previous score entries which are loaded from a save file.
First of all, I created a struct called “Entry” that contains an integer and a string data type. The integer stores the users’ score and the string stores the […]
Space Giraffa – Update 5
Other than recovering from Monday’s beta presentation, this week has been pretty mild. I have chosen some easier tasks to complete for this scrum session. One of them was a High score system that can add entries and sort them with the previous score entries which are loaded from a save file.
First of all, I created a struct called “Entry” that contains an integer and a string data type. The integer stores the users’ score and the string stores the […]
Code review of Mermaid River
In the game Mermaid River the class called “Captain” is represented as the playable avatar in the game. An object pointer of captain is stored as a private member in a derived class called “GameState”. When the game state’s “Enter” function is executed, the captain gets a struct filled with pointers to different objects like draw manager, state manager, mouse, etc. But all of the instances weren’t used like the state manager. They could have send only the useful modules […]
Code review of Mermaid River
In the game Mermaid River the class called “Captain” is represented as the playable avatar in the game. An object pointer of captain is stored as a private member in a derived class called “GameState”. When the game state’s “Enter” function is executed, the captain gets a struct filled with pointers to different objects like draw manager, state manager, mouse, etc. But all of the instances weren’t used like the state manager. They could have send only the useful modules […]
Space Giraffa – Update 4
This week I’ve been working hard on the beta stage on our group’s game Space Giraffa. There have been many late nights of hard labor. If it wasn’t for our unfortunate code mishap, and had to rebuild much of our code, we wouldn’t have to stress in order to get everything implemented till dead-line. But as long as we don’t encounter any problems with our current code structure we might have a chance to get everything done. Yay? Otherwise we […]
Space Giraffa – Update 4
This week I’ve been working hard on the beta stage on our group’s game Space Giraffa. There have been many late nights of hard labor. If it wasn’t for our unfortunate code mishap, and had to rebuild much of our code, we wouldn’t have to stress in order to get everything implemented till dead-line. But as long as we don’t encounter any problems with our current code structure we might have a chance to get everything done. Yay? Otherwise we […]
Space Giraffa – Update 3
This week I’ve been working on our beta project and implemented some features to make more visuals appear on the screen. We basically scrapped our alpha project and started from scratch with the beta. We had to do this because our alpha project was using pure OpenGL render calls and our programming teacher was not happy with that. This puts us programmers way behind schedule and the deadline for the beta is creeping up on us. So I have been […]
Space Giraffa – Update 3
This week I’ve been working on our beta project and implemented some features to make more visuals appear on the screen. We basically scrapped our alpha project and started from scratch with the beta. We had to do this because our alpha project was using pure OpenGL render calls and our programming teacher was not happy with that. This puts us programmers way behind schedule and the deadline for the beta is creeping up on us. So I have been […]
Flight of the Giraffa – Update 2
This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]
Flight of the Giraffa – Update 2
This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]
Flight of the Giraffa – Update 1
This week I have created classes to manage entities in our game “Flight of the Giraffa”, which is group 9’s project for Game Design II. Flight of the Giraffe is a 2D, side scrolling space shooter with a bullet-hell theme, where you play as a giraffe dodging bullets in space.
To manage every object appearing on screen, I have managers for every type of entity in our game. The manager will keep track of a certain type of entity and update […]
Flight of the Giraffa – Update 1
This week I have created classes to manage entities in our game “Flight of the Giraffa”, which is group 9’s project for Game Design II. Flight of the Giraffe is a 2D, side scrolling space shooter with a bullet-hell theme, where you play as a giraffe dodging bullets in space.
To manage every object appearing on screen, I have managers for every type of entity in our game. The manager will keep track of a certain type of entity and update […]