Author Archives: Gabriel Ajuwa

About Gabriel Ajuwa

2014  Programming

Update on site

Hello and welcome to my resurrected blog, which is more of a portfolio then a blog. Once I have something worthy of posting I will try to keep it more updated then previously.

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Program: Programming

Update on site

Hello and welcome to my resurrected blog, which is more of a portfolio then a blog. Once I have something worthy of posting I will try to keep it more updated then previously.

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Program: Programming

Projects

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Program: Programming

Projects

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Program: Programming

Contact

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Program: Programming

Contact

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Program: Programming

Big Game Project – Tale

Greetings, it is time for blog posts again. This time it is for big game project. This course is about making a game in about 8 weeks, and then showing the game at the GGC conference. The game we are making is named Tale, and is developed in Unity. 
This is the third week into big game project, thought the blogging starts now. Therefore I will describe the most important discoveries, solutions and problems related to code I have encountered during these three […]

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Program: Programming

Big Game Project – Tale

Greetings, it is time for blog posts again. This time it is for big game project. This course is about making a game in about 8 weeks, and then showing the game at the GGC conference. The game we are making is named Tale, and is developed in Unity. 
This is the third week into big game project, thought the blogging starts now. Therefore I will describe the most important discoveries, solutions and problems related to code I have encountered during these three […]

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Program: Programming

Games Developed during the first year of Game Design- Programming

Here is a link to the drive containing the executable files for the following games that I have made and been part of teams creating, during the first year of Game Design- Programming.
https://drive.google.com/folderview?id=0B5kCdZdOyWYMfjJpbVpxV21BQnkyZ01MQ2tiZHpjMkF1MmdkQTdNNGNzU3ZTa210eFNpQVk&usp=sharing
Unity 
Sticky Situation

A 2 player platformer game where you have to rely on the other player as much as you to traverse the levels.
Controls: Explained ingame.
Save the Penguins

A 2-4 player oddball game where you want to protect the child from the other penguin mothers by […]

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Program: Programming

Games Developed during the first year of Game Design- Programming

Here is a link to the drive containing the executable files for the following games that I have made and been part of teams creating, during the first year of Game Design- Programming.
https://drive.google.com/folderview?id=0B5kCdZdOyWYMfjJpbVpxV21BQnkyZ01MQ2tiZHpjMkF1MmdkQTdNNGNzU3ZTa210eFNpQVk&usp=sharing
Unity 
Sticky Situation

A 2 player platformer game where you have to rely on the other player as much as you to traverse the levels.
Controls: Explained ingame.
Save the Penguins

A 2-4 player oddball game where you want to protect the child from the other penguin mothers by […]

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Program: Programming

More AI and Fixing of Logical Flaws

This weeks blog post will be about fixing logical flaws which existed in the code. The flaws in this case was to calculate distances and directions.   The main problem is the AI for the enemies, the AI has been a occurring problem through out most of my blog posts.
Right now the problem is priority and overall behavior of the enemies. Each enemy currently checks the distance from each tower and the player. Though if a enemy is close to […]

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Program: Programming

More AI and Fixing of Logical Flaws

This weeks blog post will be about fixing logical flaws which existed in the code. The flaws in this case was to calculate distances and directions.   The main problem is the AI for the enemies, the AI has been a occurring problem through out most of my blog posts.
Right now the problem is priority and overall behavior of the enemies. Each enemy currently checks the distance from each tower and the player. Though if a enemy is close to […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

The start of a HUD

This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]

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Program: Programming

The start of a HUD

This will weeks blog post will be about the way I programmed part of the HUD. This post will be concerning the life-bar of the avatar, and a bit of the rage system which is currently being improved.
The functionality for it was easy to program and no real complexity in the code was needed. Though some problems occurred while doing it, these problems occurred since I was tired while programming them. This post will mostly contain the problems that […]

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Program: Programming

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

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Program: Programming

Implementation of AI (WIP)

This weeks blog post will be about my ongoing work on implementing a sort of decent AI for our Tower defense game. The way I am implementing AI does not use A*star since the enemies will not be hindered by moving. They will just follow a path and attack the closest tower, if it intersects their aggro range. And if not they follow the original path to their final goal, the tree which you are supposed to protect.
Their […]

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Program: Programming

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

Tile-Set Implementation

This weeks blog post will be about the implementation of the tile-set. The main part of the tile-system is how it reads from a file.
The main function of the file reading system is called explode. Explode works in such a way that it creates a  vector for parts. The functions parameter defines what the delimiter will be and what sort of text it contains.
The function works in such a way that if I have a row of text in a […]

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Program: Programming

Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

Game programming – Week six

Week six has passed And this is the current progress made on our project to recreate the original Zelda for the NES. Collision kind of works, drawing and creating sprites for multiple enemies have been made, movement is almost finished and our design document for Zelda is almost finished aswell link to it ->HERE-< . The things to finish are the items on how they work, the minimap and the inventory screen.
The most difficult parts […]

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Program: Programming

Game programming – Week six

Week six has passed And this is the current progress made on our project to recreate the original Zelda for the NES. Collision kind of works, drawing and creating sprites for multiple enemies have been made, movement is almost finished and our design document for Zelda is almost finished aswell link to it ->HERE-< . The things to finish are the items on how they work, the minimap and the inventory screen.
The most difficult parts […]

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Program: Programming