Author Archives: Johan Öhman
Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]
Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]
Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]
Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Work going forward. Slowly.
This week I have no interesting solutions for problems to write about. The planning says I am supposed to work on sound effects that will give the player feedback upon picking up an object. Each kind of pickup object will have its own sound: coin, armor, light, painting, bear pelt and vase. Unfortunately I have not had time to start on these sounds, because I’ve been thinking about implementing pathfinding and dynamic lighting, as well as working on a task […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Implementing footstep sound effects
Last week I designed some footstep sound effects. One of the tasks I had this week was to implement them into the playable alpha version of our game. I started by cutting up the footstep sound file into 6 short files, each with a separate footstep. I wanted a system that plays sounds with a set interval that depends on the speed of the enemy, and I also wanted it to randomly select one of […]
Making footstep sound effects
In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]
Making footstep sound effects
In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]
Making footstep sound effects
In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]
Making footstep sound effects
In the current course, we are creating a game based on another group’s concept. My group chose a concept called Fancy Mansion, in which you play as a burglar and have to find valuables while avoiding the owner of the house, Mr. Fancy. This week I have mainly been designing sound effects; footstep sound effects. These sounds will have an important role in gameplay as the player will listen to what kind of footstep sounds come from Mr. Fancy and […]
Frogger project going forward
Of course I forgot to update when I meant to. The project is going forward. We now have correct background colors and the purple sidewalks are in place. Since we have a sprite sheet, we figured the easiest way to draw the sidewalks was to make a class for the sidewalk tile, and make several instances of that class. The frog can be moved using the arrow keys, but there is no animation. We decided to postpone implementation of all […]
Frogger project going forward
Of course I forgot to update when I meant to. The project is going forward. We now have correct background colors and the purple sidewalks are in place. Since we have a sprite sheet, we figured the easiest way to draw the sidewalks was to make a class for the sidewalk tile, and make several instances of that class. The frog can be moved using the arrow keys, but there is no animation. We decided to postpone implementation of all […]
Frogger project going forward
Of course I forgot to update when I meant to. The project is going forward. We now have correct background colors and the purple sidewalks are in place. Since we have a sprite sheet, we figured the easiest way to draw the sidewalks was to make a class for the sidewalk tile, and make several instances of that class. The frog can be moved using the arrow keys, but there is no animation. We decided to postpone implementation of all […]
Frogger project going forward
Of course I forgot to update when I meant to. The project is going forward. We now have correct background colors and the purple sidewalks are in place. Since we have a sprite sheet, we figured the easiest way to draw the sidewalks was to make a class for the sidewalk tile, and make several instances of that class. The frog can be moved using the arrow keys, but there is no animation. We decided to postpone implementation of all […]
Fifth weekly programming post
OK, so the naming scheme of my “weekly” programming posts seemed like a good idea when I was still positive I would actually write a post each week. I am going to refer to this as the fifth post because it is my fifth week of programming; and a mismatch between these two numbers is prone to make me terribly confused in the future, should I ever come back to read an old blog post for whatever reason. I’m foreseeing […]
Fifth weekly programming post
OK, so the naming scheme of my “weekly” programming posts seemed like a good idea when I was still positive I would actually write a post each week. I am going to refer to this as the fifth post because it is my fifth week of programming; and a mismatch between these two numbers is prone to make me terribly confused in the future, should I ever come back to read an old blog post for whatever reason. I’m foreseeing […]
Fifth weekly programming post
OK, so the naming scheme of my “weekly” programming posts seemed like a good idea when I was still positive I would actually write a post each week. I am going to refer to this as the fifth post because it is my fifth week of programming; and a mismatch between these two numbers is prone to make me terribly confused in the future, should I ever come back to read an old blog post for whatever reason. I’m foreseeing […]
Fifth weekly programming post
OK, so the naming scheme of my “weekly” programming posts seemed like a good idea when I was still positive I would actually write a post each week. I am going to refer to this as the fifth post because it is my fifth week of programming; and a mismatch between these two numbers is prone to make me terribly confused in the future, should I ever come back to read an old blog post for whatever reason. I’m foreseeing […]