Author Archives: Marcus van Aller
Game programming I – Week 2
This week we have started to learn about and work with Arrays, Functions, Strings, Pointers and we’ve also discussed Memory and the two types of memory – stack and heap.
Stack memory is the general type of memory which is allocated automatically, heap memory is allocated and deallocated by the programmer. Memory leakage is when the stack memory is not correctly deallocated and is the biggest reason for games and other programs crashing as they are hard to remember and easy to […]
Game programming I – Week 2
This week we have started to learn about and work with Arrays, Functions, Strings, Pointers and we’ve also discussed Memory and the two types of memory – stack and heap.
Stack memory is the general type of memory which is allocated automatically, heap memory is allocated and deallocated by the programmer. Memory leakage is when the stack memory is not correctly deallocated and is the biggest reason for games and other programs crashing as they are hard to remember and easy to […]
Game programming I – Week 2
This week we have started to learn about and work with Arrays, Functions, Strings, Pointers and we’ve also discussed Memory and the two types of memory – stack and heap.
Stack memory is the general type of memory which is allocated automatically, heap memory is allocated and deallocated by the programmer. Memory leakage is when the stack memory is not correctly deallocated and is the biggest reason for games and other programs crashing as they are hard to remember and easy to […]
Game programming I – Week 2
This week we have started to learn about and work with Arrays, Functions, Strings, Pointers and we’ve also discussed Memory and the two types of memory – stack and heap.
Stack memory is the general type of memory which is allocated automatically, heap memory is allocated and deallocated by the programmer. Memory leakage is when the stack memory is not correctly deallocated and is the biggest reason for games and other programs crashing as they are hard to remember and easy to […]
Game programming I – Week 1
As we leave week 1, we have learned about loops, conditional statements, debugging and other essential parts in programming.
Above is one of the exercises we were told to do, tho in fact, I completed three exercises in an attempt to solve the first of them. It does however have a minor modification.
In the exercise I set out to complete, we were told to allow the user to input two values where the highest one would be represented on the screen, […]
Game programming I – Week 1
As we leave week 1, we have learned about loops, conditional statements, debugging and other essential parts in programming.
Above is one of the exercises we were told to do, tho in fact, I completed three exercises in an attempt to solve the first of them. It does however have a minor modification.
In the exercise I set out to complete, we were told to allow the user to input two values where the highest one would be represented on the screen, […]
Game programming I – Week 1
As we leave week 1, we have learned about loops, conditional statements, debugging and other essential parts in programming.
Above is one of the exercises we were told to do, tho in fact, I completed three exercises in an attempt to solve the first of them. It does however have a minor modification.
In the exercise I set out to complete, we were told to allow the user to input two values where the highest one would be represented on the screen, […]
Game programming I – Week 1
As we leave week 1, we have learned about loops, conditional statements, debugging and other essential parts in programming.
Above is one of the exercises we were told to do, tho in fact, I completed three exercises in an attempt to solve the first of them. It does however have a minor modification.
In the exercise I set out to complete, we were told to allow the user to input two values where the highest one would be represented on the screen, […]
Tetris – the board game
Click to view slideshow.
In an assignment to redesign a real time digital game into a board game in a day, our group decided on Tetris.
Some changes needed to made to fully adapt the experience of Tetris into a board game. It is for example not possible to in a good way remove full lines and move down the above blocks, therefor we decided that they would stack and the score was determined by the amount of filled lines they […]
Tetris – the board game
Click to view slideshow.
In an assignment to redesign a real time digital game into a board game in a day, our group decided on Tetris.
Some changes needed to made to fully adapt the experience of Tetris into a board game. It is for example not possible to in a good way remove full lines and move down the above blocks, therefor we decided that they would stack and the score was determined by the amount of filled lines they […]
Tetris – the board game
Click to view slideshow.
In an assignment to redesign a real time digital game into a board game in a day, our group decided on Tetris.
Some changes needed to made to fully adapt the experience of Tetris into a board game. It is for example not possible to in a good way remove full lines and move down the above blocks, therefor we decided that they would stack and the score was determined by the amount of filled lines they […]
Tetris – the board game
Click to view slideshow.
In an assignment to redesign a real time digital game into a board game in a day, our group decided on Tetris.
Some changes needed to made to fully adapt the experience of Tetris into a board game. It is for example not possible to in a good way remove full lines and move down the above blocks, therefor we decided that they would stack and the score was determined by the amount of filled lines they […]
Analysis of Space Invaders
Object: Enemy 1
Properties: Moves, spawns enemy bullet, gives 10 points when destroyed, visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 2
Properties: Moves, spawns enemy bullet, gives 20 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 3
Properties: Moves, spawns enemy bullet, gives 40 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, […]
Analysis of Space Invaders
Object: Enemy 1
Properties: Moves, spawns enemy bullet, gives 10 points when destroyed, visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 2
Properties: Moves, spawns enemy bullet, gives 20 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 3
Properties: Moves, spawns enemy bullet, gives 40 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, […]
Analysis of Space Invaders
Object: Enemy 1
Properties: Moves, spawns enemy bullet, gives 10 points when destroyed, visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 2
Properties: Moves, spawns enemy bullet, gives 20 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 3
Properties: Moves, spawns enemy bullet, gives 40 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, […]
Analysis of Space Invaders
Object: Enemy 1
Properties: Moves, spawns enemy bullet, gives 10 points when destroyed, visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 2
Properties: Moves, spawns enemy bullet, gives 20 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, moves horizontally until it reaches the end and then moves down vertically then repeats.
Object: Enemy 3
Properties: Moves, spawns enemy bullet, gives 40 points when destroyed visual fx, hitbox.
Behavior: Spawns enemy bullet, […]