Author Archives: Axel Palmqvist-Gillman

About Axel Palmqvist-Gillman

2014  Programming

An ending in time for GGC

For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.

This was mostly only for GGC and Was not intended to represent the end of the actual […]

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Program: Programming

An ending in time for GGC

For GGC we wanted an end to the game instead of showing the player a blank screen whit game over. So we decided that something would be shown at the end and our game title would be displayed. So as a team we decided to show a cut character that walked up to the player and then display our logo or game title on screen.

This was mostly only for GGC and Was not intended to represent the end of the actual […]

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Program: Programming

The wonderful world of Re spawning

So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.

The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]

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Program: Programming

The wonderful world of Re spawning

So Somethings we changed for GGC is the way we re spawn in the game. The checkpoints implemented glows whit a fire particle and a water particle when Lumi(Fire squirrel) and Terra(Grass ball) moves inside a trigger. This then gets recognized ass the re spawn point. If Lumi or Terra then die this is the position they will re appear at.

The Gif above Represents what happens when the players go to far away from each other. as shown the screen […]

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Program: Programming

Tooltips or Button prompts to help Players

Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.

This is an example of the prompt that we in the group called a tool tip so  will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]

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Program: Programming

Tooltips or Button prompts to help Players

Hello This one will be a bit short. We implemented a system of button prompts that will play an animation that blinks the button to be pressed to make it easier to proceed.

This is an example of the prompt that we in the group called a tool tip so  will to from now on. This tool tip were one of several meant to show the player what to do in a situation in the beginning of the level and also […]

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Program: Programming

Relatively longer this time.

So a few days ago i set out to implement controls on Terra that allows it to walk upp vertical walls by pressing upp on the joystick and respectably down by pressing downwards on the joystick. And This ledd to some reworks in the controls of Terra and how it logically works.
Most of the work is in Figuring out logically how it will work together with the other code parts. This will Take some time but hopefully it will be […]

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Program: Programming

Relatively longer this time.

So a few days ago i set out to implement controls on Terra that allows it to walk upp vertical walls by pressing upp on the joystick and respectably down by pressing downwards on the joystick. And This ledd to some reworks in the controls of Terra and how it logically works.
Most of the work is in Figuring out logically how it will work together with the other code parts. This will Take some time but hopefully it will be […]

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Program: Programming

Another Short One

So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.

This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
 
Thank you for reading.

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Program: Programming

Another Short One

So this week we added support for Terra to move Up wall when pressing upp on the joystick while being stuck to it.

This will hopefully help players that think the old controls were confusing or hard to use. And also make the game more intuitive to play. Some animation changes were also made to Terra to make it flow more between animations.
 
Thank you for reading.

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Program: Programming

Short One this week

So this week we had our first play test. and it went rather well and we got a lot of feedback. So next week we will focus on fixing buggs for the beta that week. There will be a lott of work but we knew that wen we started this project.
Otherwise i have been working on a moss giant Ai that will make it walk and follow campfires and in the end help the player. Att first i did not really […]

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Program: Programming

Short One this week

So this week we had our first play test. and it went rather well and we got a lot of feedback. So next week we will focus on fixing buggs for the beta that week. There will be a lott of work but we knew that wen we started this project.
Otherwise i have been working on a moss giant Ai that will make it walk and follow campfires and in the end help the player. Att first i did not really […]

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Program: Programming

Bonding

Hello  this is the third week  And i have mostly been working on fixing errors in code and helping my dear leveldesigner when the characters ar bugging out. Something nice to look at is the life bond i have been working on. This is the health bar for the players and it stretches when the players move away from each others and contract when closer.

Its in the early stages so it doesn’t look that good right now but it will […]

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Program: Programming

Bonding

Hello  this is the third week  And i have mostly been working on fixing errors in code and helping my dear leveldesigner when the characters ar bugging out. Something nice to look at is the life bond i have been working on. This is the health bar for the players and it stretches when the players move away from each others and contract when closer.

Its in the early stages so it doesn’t look that good right now but it will […]

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Program: Programming

Rays for Days at the pool

New Project and new things to learn. Over all i will be keeping these bloggs short.
What i have been doing this week is to make movement script for a character in Unity(5.3.4f1). This Peculiar character will walk along walls and alls have the ability to pick up blocks and flip to a platform above it if it exist there. To make this happen i used ray casting in unity and in a total of five rays for this character. Two […]

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Program: Programming

Rays for Days at the pool

New Project and new things to learn. Over all i will be keeping these bloggs short.
What i have been doing this week is to make movement script for a character in Unity(5.3.4f1). This Peculiar character will walk along walls and alls have the ability to pick up blocks and flip to a platform above it if it exist there. To make this happen i used ray casting in unity and in a total of five rays for this character. Two […]

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Program: Programming

Let there be light stuff

So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]

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Program: Programming

Let there be light stuff

So another blog post for the collection. This week a focus was fixing the atmosphere of our game. And Atmosphere is usually made whit light and sounds. And the light part was something I worked whit this week. Earlier in the project we wanted something more than a visible circle surrounded by darkness. So we wanted dynamic light that could cast moving shadows surrounding the player and environment. But as time moved on so did the idea of this. Because […]

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Program: Programming

it’s the little things

Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]

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Program: Programming

it’s the little things

Ok now we are getting really close to the beta for our game. Which is tomorrow In fact. And whit this we have to fix the little things that are remaining for our game to be more complete than before. And especially this week I have been working on several things which includes fixing our second enemy’s attack and also the font for our hand held artificial companion (H.A.C).
So first was some bug fixing regarding our second enemy. Our second […]

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Program: Programming

Alien two has entered the game.

So we are carefully approaching the creeping doom that is the beta. The zombie model for our game. Maybe doom would be a bit harsh but it is an end we are working towards.
Anyway this week I have been working on implementing our second enemy for our game. The tongue enemy. This enemy is supposed to stay stationary on the map and when a player is within a certain distance it will shoot out its tongue. This tongue will then […]

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Program: Programming

Alien two has entered the game.

So we are carefully approaching the creeping doom that is the beta. The zombie model for our game. Maybe doom would be a bit harsh but it is an end we are working towards.
Anyway this week I have been working on implementing our second enemy for our game. The tongue enemy. This enemy is supposed to stay stationary on the map and when a player is within a certain distance it will shoot out its tongue. This tongue will then […]

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Program: Programming

Companions need to speak or in this case write.

So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
 the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]

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Program: Programming

Companions need to speak or in this case write.

So this week I have worked on our games A.I companion. That is a type of display or small PDA. This companion is meant to help the player through the game by telling current objectives and other useful information. Most of the companion works but the important part was the text it displays on it’s display.
 the A.I display.
So SFML is really handy when it comes to these sorts of things. As it already have classes for fonts and text. First […]

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Program: Programming