Author Archives: Martin Mattsson
Summer Programming 2014 – Dev. Post 10
So, I’ve made the menu and the Font management today.
To go into more detail on the menu, basically it’s just a vector that has a value that has two string variables: the name of the option and the state that it will transport the user to. pressing up or dwon on the keyboard changes the current choice and pressing Z will accept. Tomorrow I’ll work on the graphics for the main menu and I’ll start working on the enemy bullet […]
Summer Programming 2014 – Dev. Post 10
So, I’ve made the menu and the Font management today.
To go into more detail on the menu, basically it’s just a vector that has a value that has two string variables: the name of the option and the state that it will transport the user to. pressing up or dwon on the keyboard changes the current choice and pressing Z will accept. Tomorrow I’ll work on the graphics for the main menu and I’ll start working on the enemy bullet […]
Summer Programming 2014 – Dev. Post 9
In the last post I mentioned some trouble with the updating speed regarding the collision manager, turns out I had made a few errors with the Time Manager before which made the entire game seem rather slow. Anyway, I fixed the problem and the speed increased significantly so there’s no problem checking all of the hit boxes which is quite reassuring since that’s the way it should be.
Other than that, I’ve started to develop the main menu of the […]
Summer Programming 2014 – Dev. Post 9
In the last post I mentioned some trouble with the updating speed regarding the collision manager, turns out I had made a few errors with the Time Manager before which made the entire game seem rather slow. Anyway, I fixed the problem and the speed increased significantly so there’s no problem checking all of the hit boxes which is quite reassuring since that’s the way it should be.
Other than that, I’ve started to develop the main menu of the […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]
Summer Programming 2014 – Dev. Post 8
The collision manager is complete but with it comes a few new problems. When there are too amny objects on screen it becomes a huge burden to check the collisions for everything. Part of this reason might be the fact that there’s no delay between the player’s shots so holding down the button for a moment fires about a hundred shots. If I try to make sure that there aren’t too many hitboxes in action at once there should be […]
Summer Programming 2014 – Dev. Post 7
Not really sure if I’d actually call this a development post but whatever. To the point. To put things simple: as I’m writing this I do not have that great of an internet connection. This changes a few tihings of how I’m going to work with this project from now on. From the perspective of the blog there won’t actually be that much of a difference, I’ll still try to updat eonce a day but might be hindered due to […]
Summer Programming 2014 – Dev. Post 7
Not really sure if I’d actually call this a development post but whatever. To the point. To put things simple: as I’m writing this I do not have that great of an internet connection. This changes a few tihings of how I’m going to work with this project from now on. From the perspective of the blog there won’t actually be that much of a difference, I’ll still try to updat eonce a day but might be hindered due to […]
Summer Programming 2014 – Dev. Post 6
Well, I didn’t post anything yesterday but I didn’t really do any work then either so it’s not that big of a deal I guess. I did get some work done today but not much mainly because I’ve been busy packing my stuff for the trip tomorrow, so there’s probably not gonna be much more work this week apart from sunday.
Either way, today I started working on the oh so wonderful collision. Not on the act of two objects colliding, […]
Summer Programming 2014 – Dev. Post 6
Well, I didn’t post anything yesterday but I didn’t really do any work then either so it’s not that big of a deal I guess. I did get some work done today but not much mainly because I’ve been busy packing my stuff for the trip tomorrow, so there’s probably not gonna be much more work this week apart from sunday.
Either way, today I started working on the oh so wonderful collision. Not on the act of two objects colliding, […]
Summer Programming 2014 – Dev. Post 5
It took some time but I finally solved the Parent-Child issue with very little trouble.
Before I explain the problem I might need to explain the structure. You see, each object is, quite simply a basic object with a Parent and any number of children. These children are also game objects whose Parent is the first Game Object and can in turn have several children of their own. The children in question are stored as pointers in a vector and can […]
Summer Programming 2014 – Dev. Post 5
It took some time but I finally solved the Parent-Child issue with very little trouble.
Before I explain the problem I might need to explain the structure. You see, each object is, quite simply a basic object with a Parent and any number of children. These children are also game objects whose Parent is the first Game Object and can in turn have several children of their own. The children in question are stored as pointers in a vector and can […]
Summer Programming 2014 – Dev. Post 4
I discovered some problems with my new Game Object management today, appearently the Parent-Child logic does not work correctly and forces the program to access non-existing objects which causes it to crash. I am still looking into the problem and will put all of my efforts behind fixing it tomorrow.
While I’m at it I might as well report what I’ve done these days that I’ve forgot to write in the blog.
I’ve created the enemies and finished the Sprite and Draw […]
Summer Programming 2014 – Dev. Post 4
I discovered some problems with my new Game Object management today, appearently the Parent-Child logic does not work correctly and forces the program to access non-existing objects which causes it to crash. I am still looking into the problem and will put all of my efforts behind fixing it tomorrow.
While I’m at it I might as well report what I’ve done these days that I’ve forgot to write in the blog.
I’ve created the enemies and finished the Sprite and Draw […]
Summer Programming 2014 – Dev. Post 3
Was a while ago since I posted but here we go. I haven’t actually gotten anything done today due to midsummer and other things going on. These last few days I have been working on the usual State Manager, Game Object Management and a Time Manager.
I’ve made similiar things to these before but I’ve made some changes to the concepts and the Time Manager is completely new.
The State Manager’s methods that control the switching of states are now static meaning […]
Summer Programming 2014 – Dev. Post 3
Was a while ago since I posted but here we go. I haven’t actually gotten anything done today due to midsummer and other things going on. These last few days I have been working on the usual State Manager, Game Object Management and a Time Manager.
I’ve made similiar things to these before but I’ve made some changes to the concepts and the Time Manager is completely new.
The State Manager’s methods that control the switching of states are now static meaning […]
Summer Programming 2014 – Dev. Post 2
I might be a little bit late but this is still within the technical premiters of “today”. Today’s work has mainly been about organizing the game scene, it is almost done with just a few small adjustments to make before I can start building for real (though, I’ve already started making the player class).
In other news, I’ve rescheduled for the upcoming trip to London which I probably should have been more prepared for. This does make the shcedule a little […]
Summer Programming 2014 – Dev. Post 2
I might be a little bit late but this is still within the technical premiters of “today”. Today’s work has mainly been about organizing the game scene, it is almost done with just a few small adjustments to make before I can start building for real (though, I’ve already started making the player class).
In other news, I’ve rescheduled for the upcoming trip to London which I probably should have been more prepared for. This does make the shcedule a little […]
Summer Programming 2014 – Dev. Post 1
Alright, I guess I better post about this since its good for documentation and its required for the course.
Since alot of students (me included) didn’t do so well on the Game Programming I and II courses the teacher decided to hold an extra course that would involve us making a game of our own. I’m going to try to update this on a regular basis, but seeing as I will be traveling to the counrtyside and England for some time […]
Summer Programming 2014 – Dev. Post 1
Alright, I guess I better post about this since its good for documentation and its required for the course.
Since alot of students (me included) didn’t do so well on the Game Programming I and II courses the teacher decided to hold an extra course that would involve us making a game of our own. I’m going to try to update this on a regular basis, but seeing as I will be traveling to the counrtyside and England for some time […]
Gotland Game Conference 2014 – Day Three
Well, this one is kinda late. I guess it’s a good thing I’m still the same old me despite all of my experience (or maybe not). So… the GGC awards ceremony was the other day and it was rather dramatic. We didn’t win, but we weren’t expecting it either so that’s about it I guess. I was at least hoping that we would be nominated but I’d still be happy with not being that either.
I wasn’t expecting them to forget […]
Gotland Game Conference 2014 – Day Three
Well, this one is kinda late. I guess it’s a good thing I’m still the same old me despite all of my experience (or maybe not). So… the GGC awards ceremony was the other day and it was rather dramatic. We didn’t win, but we weren’t expecting it either so that’s about it I guess. I was at least hoping that we would be nominated but I’d still be happy with not being that either.
I wasn’t expecting them to forget […]
Gotland Game Conference 2014 – Day Two
I’m actually really tired so I’m not gonna drag on for too long.
Got to try a few new games today.
Outrageous Office (Anarchy Catfish Entertainment)This game is actually opposite ours… and not only that, it has an eerily similar idea for an input. Really fun game though, love th art style, music and the overall idea. A Knight’s Flail (Flying Turtles)The third Kinect game (the first one being ours and the second one being the entry above this one). This game […]
Gotland Game Conference 2014 – Day Two
I’m actually really tired so I’m not gonna drag on for too long.
Got to try a few new games today.
Outrageous Office (Anarchy Catfish Entertainment)This game is actually opposite ours… and not only that, it has an eerily similar idea for an input. Really fun game though, love th art style, music and the overall idea. A Knight’s Flail (Flying Turtles)The third Kinect game (the first one being ours and the second one being the entry above this one). This game […]