Author Archives: Hampus Lyman
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: More stars
So last week I wrote about how we used stars as collectibles. Since then we continued to work on that among other things to get our game done for Beta. After being able to spawn stars from dead enemies and pick them up we wanted the to show the player the count as well. The reason behind why we rather show the stars than to hide them is that in the end our game is about high score. There for […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Stars
Hi there !
This week I have worked with making stars appear when enemies dies with the rest of the programmers in my group. The stars are our collectables that you get extra score from when finishing the game. The way they work is, when the enemy dies, the stars will spawn from the enemy and get velocity/speed during a brief time in a random direction. Since the time and speed are the same for all the stars, it will end […]
Artifact of the week: Implementing Morker
Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github. Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]
Artifact of the week: Implementing Morker
Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github. Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]
Artifact of the week: Implementing Morker
Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github. Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]
Artifact of the week: Implementing Morker
Hello there!
Last week we made a prototype of the morker that was able to shoot bullets towards the player and move to each side to make it harder to hit it.
So this week our task was to implement it in the main project that we have started to get together after some struggles with github. Even though we already knew what we wanted the morker to do and how we could do it in the prototype, it was another thing […]
Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]
Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]
Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]
Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
New blogg
My last blogg seemed to have some problem with showing comments for some reason. So I thought that I would just make another one since I wasn’t too fond of the old one anyway.
If anyone would be interested to see what I actually wrote in the last blog I will link it below. None of the post is newer than the 13th Februari though.
http://zoza.blogg.se/
New blogg
My last blogg seemed to have some problem with showing comments for some reason. So I thought that I would just make another one since I wasn’t too fond of the old one anyway.
If anyone would be interested to see what I actually wrote in the last blog I will link it below. None of the post is newer than the 13th Februari though.
http://zoza.blogg.se/
Artifact of the week: Collision
Alright, last week I worked on Learning Box2D and make a project where I would use it together with SFML. We(me and another coder in the group) had some problems initially as we first had wrong versions of both above listed “tools”. So after we figured out that the SFML that we had been using before we started was 64 bits and that the Box2D we had wasn’t compiled for VS 2012 either we got them working together. Box2D is […]
Artifact of the week: Collision
Alright, last week I worked on Learning Box2D and make a project where I would use it together with SFML. We(me and another coder in the group) had some problems initially as we first had wrong versions of both above listed “tools”. So after we figured out that the SFML that we had been using before we started was 64 bits and that the Box2D we had wasn’t compiled for VS 2012 either we got them working together. Box2D is […]