Author Archives: Karl Malm

About Karl Malm

2015 Programming

5SD033 Screenclearing and EMP effect

This week, one of my assignments was to create an EMP effect, to give our game a Smartbomb variant (as can be found described in this book, https://books.google.se/books?id=UT5jAwAAQBAJ&lpg=PA384&ots=Jxfj-f8x9K&dq=Smartbomb%20game%20powerup&pg=PR1#v=onepage&q=Smartbomb%20game%20powerup&f=false) . The effect would not only need to clear the entire game screen of enemies, but also have a negative effect, that of disabling all turrets on the game’s planet. This was done to have a power up that would give the player breathing room, but not be used lightly […]

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Program: Programming

5SD033 Screenclearing and EMP effect

This week, one of my assignments was to create an EMP effect, to give our game a Smartbomb variant (as can be found described in this book, https://books.google.se/books?id=UT5jAwAAQBAJ&lpg=PA384&ots=Jxfj-f8x9K&dq=Smartbomb%20game%20powerup&pg=PR1#v=onepage&q=Smartbomb%20game%20powerup&f=false) . The effect would not only need to clear the entire game screen of enemies, but also have a negative effect, that of disabling all turrets on the game’s planet. This was done to have a power up that would give the player breathing room, but not be used lightly […]

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Program: Programming

5SD033 Missile Tracking and Rotation

This week’s post will detail how I, with the help of Adrian Hedqvist, created a new projectile that tracks enemies and changes rotation based on target position.  To get an idea of how positions work in our game, read http://tollyx.net/game/2016/02/10/moving-in-circles.html for details on player position.
Problem Tracking
One of the game’s powerups is a heat-seeking missile, intended to track the nearest enemy and strike them without any need for aiming from the player, beyond positioning. Current projectile objects are created […]

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Program: Programming

5SD033 Missile Tracking and Rotation

This week’s post will detail how I, with the help of Adrian Hedqvist, created a new projectile that tracks enemies and changes rotation based on target position.  To get an idea of how positions work in our game, read http://tollyx.net/game/2016/02/10/moving-in-circles.html for details on player position.
Problem Tracking
One of the game’s powerups is a heat-seeking missile, intended to track the nearest enemy and strike them without any need for aiming from the player, beyond positioning. Current projectile objects are created […]

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Program: Programming

5SD033 Art Direction Alterations

As this week was set aside for finishing up our game’s design document, updates on programming will come next week. This post however will focus on the decision of changing game art themes against initial suggestions by me  as a programmer and designer, and some of our artists alike, to better fit the placement techniques and spawning of enemies within our game.
Enemy design in the initial concept document we had inherited was sparse, in that the only examples of actual […]

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Program: Programming

5SD033 Art Direction Alterations

As this week was set aside for finishing up our game’s design document, updates on programming will come next week. This post however will focus on the decision of changing game art themes against initial suggestions by me  as a programmer and designer, and some of our artists alike, to better fit the placement techniques and spawning of enemies within our game.
Enemy design in the initial concept document we had inherited was sparse, in that the only examples of actual […]

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Program: Programming

Reworking the Game Design Document

This week has seen several revisions to the game document once more as the project prototype is fleshed out to meet demands for testing. These will be the main focus of this week’s post, beyond a quick review of the work done last week and examination of how Scrum has worked for our team.
Scrum
I worked as a producer and hence held Scrum management as my extra assignment, setting up a product backlog for future development and giving out tasks to […]

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Program: Programming

Reworking the Game Design Document

This week has seen several revisions to the game document once more as the project prototype is fleshed out to meet demands for testing. These will be the main focus of this week’s post, beyond a quick review of the work done last week and examination of how Scrum has worked for our team.
Scrum
I worked as a producer and hence held Scrum management as my extra assignment, setting up a product backlog for future development and giving out tasks to […]

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Program: Programming

First Update of the Game Introductory Course

This last week has been focused mostly on groundwork and preparation for a recently begun project, by the name of Planet Suburbia. This was an assignment based on another project completed last year by another team, where-in they created a Space Shooter concept document to emphasize how they had learned to use MDA and general game design over the span of the course.
We are now to use this to create a full design document, going into details on the game […]

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Program: Programming

First Update of the Game Introductory Course

This last week has been focused mostly on groundwork and preparation for a recently begun project, by the name of Planet Suburbia. This was an assignment based on another project completed last year by another team, where-in they created a Space Shooter concept document to emphasize how they had learned to use MDA and general game design over the span of the course.
We are now to use this to create a full design document, going into details on the game […]

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Program: Programming

Update Post (no relevant info for coursework)

A quick update to denote the switch of courses relevant to this blog. The former project is finshed (and lacks the full gamut of updates due to time constraints), and may be returned to in the future. However, as a new project has just started, the focus of this blog has now changed to that of a Space Shooter clone with the preliminary name Planet Suburbia, as part of a course in game development introduction. The first blogpost  in this […]

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Program: Programming

Update Post (no relevant info for coursework)

A quick update to denote the switch of courses relevant to this blog. The former project is finshed (and lacks the full gamut of updates due to time constraints), and may be returned to in the future. However, as a new project has just started, the focus of this blog has now changed to that of a Space Shooter clone with the preliminary name Planet Suburbia, as part of a course in game development introduction. The first blogpost  in this […]

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Program: Programming

Change of Project and Pace

The holidays have impacted workload more than was expected, partially for personal reasons beyond the norm, but also because of two issues that cropped up that completely altered the scope of the project. It can be described as a failure when going by the goals set for our project, but even in failure there is much to learn, and so that shall be the focus of this blogpost.
The first issue I ran into was a mistake that almost all programmers […]

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Program: Programming

Change of Project and Pace

The holidays have impacted workload more than was expected, partially for personal reasons beyond the norm, but also because of two issues that cropped up that completely altered the scope of the project. It can be described as a failure when going by the goals set for our project, but even in failure there is much to learn, and so that shall be the focus of this blogpost.
The first issue I ran into was a mistake that almost all programmers […]

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Program: Programming

Using maps and iterators instead of for-loops

These coming blogs will detail my coding efforts and my work to create a working clone of the Legend of Zelda for the NES, using SDL and C++.
 
To start off with , I needed some way of inputting information and managing that input. We had been offered a template for the general setup of this inputmanager  in our Arkanoid clone project, but as I both wanted to try to learn new things and try different approaches, some changes have been […]

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Program: Programming

Using maps and iterators instead of for-loops

These coming blogs will detail my coding efforts and my work to create a working clone of the Legend of Zelda for the NES, using SDL and C++.
 
To start off with , I needed some way of inputting information and managing that input. We had been offered a template for the general setup of this inputmanager  in our Arkanoid clone project, but as I both wanted to try to learn new things and try different approaches, some changes have been […]

/ Comments Off on Using maps and iterators instead of for-loops
Program: Programming