Author Archives: Semih Parlayan
Game Development – Nr.1 | Magic Writer
Background around the game
Magic Writer is a game where you play as a wizard relaxing on a beach when monsters all of a sudden starts attacking from the ocean. The wizard defends the people on the beach by conjuring items and throwing them at the monsters. The player conjures items by typing the items name.
The process of checking for typed items has two steps. There is a list of three active words, these are the words that the player can type […]
Game Development – Nr.1 | Magic Writer
Background around the game
Magic Writer is a game where you play as a wizard relaxing on a beach when monsters all of a sudden starts attacking from the ocean. The wizard defends the people on the beach by conjuring items and throwing them at the monsters. The player conjures items by typing the items name.
The process of checking for typed items has two steps. There is a list of three active words, these are the words that the player can type […]
Week 10 | Red Plane1942
This is the last week of project Red Plane 1942. I started to implement an object-pool as discussed in previous posts. The object pools purpose is to instantiate a few objects of each necessary class and then later on in the game use the instantiated ones instead of instantiating new ones. The objects would have a visible/active boolean and they would not be drawn or updated when not visible/active. When wanting to use a certain object there would be a loop that […]
Week 10 | Red Plane1942
This is the last week of project Red Plane 1942. I started to implement an object-pool as discussed in previous posts. The object pools purpose is to instantiate a few objects of each necessary class and then later on in the game use the instantiated ones instead of instantiating new ones. The objects would have a visible/active boolean and they would not be drawn or updated when not visible/active. When wanting to use a certain object there would be a loop that […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 7-8 | Red Plane1942
Week 7
This week I’ve added coins and power ups dropping from enemies. Both the coin and the power up inherits from the base class Entity. The coin is simple enough, it falls downwards and if hit by the player it adds to the players m_totalcoins. The power up bounces around on the screen edges until the player picks them up. For now i have only added an extra life power up but plan on adding one for adding extra bombs […]
Week 7-8 | Red Plane1942
Week 7
This week I’ve added coins and power ups dropping from enemies. Both the coin and the power up inherits from the base class Entity. The coin is simple enough, it falls downwards and if hit by the player it adds to the players m_totalcoins. The power up bounces around on the screen edges until the player picks them up. For now i have only added an extra life power up but plan on adding one for adding extra bombs […]
Week 7-8 | Red Plane1942
Week 7
This week I’ve added coins and power ups dropping from enemies. Both the coin and the power up inherits from the base class Entity. The coin is simple enough, it falls downwards and if hit by the player it adds to the players m_totalcoins. The power up bounces around on the screen edges until the player picks them up. For now i have only added an extra life power up but plan on adding one for adding extra bombs […]
Week 7-8 | Red Plane1942
Week 7
This week I’ve added coins and power ups dropping from enemies. Both the coin and the power up inherits from the base class Entity. The coin is simple enough, it falls downwards and if hit by the player it adds to the players m_totalcoins. The power up bounces around on the screen edges until the player picks them up. For now i have only added an extra life power up but plan on adding one for adding extra bombs […]
Week 6 | Red Plane1942
I’ve started working on a replica of a game called ”Red Plane 1942″. I’m using the same engine we created in class for the Arkanoid project. What I’ve done this week is to create the basic objects. I made a class called BackgroundObject. It’s basically just a object with a sprite that moves down towards the end of the screen. After it is below the edge it resets above the screen and randomizes a x position. The Player object is […]
Week 6 | Red Plane1942
I’ve started working on a replica of a game called ”Red Plane 1942″. I’m using the same engine we created in class for the Arkanoid project. What I’ve done this week is to create the basic objects. I made a class called BackgroundObject. It’s basically just a object with a sprite that moves down towards the end of the screen. After it is below the edge it resets above the screen and randomizes a x position. The Player object is […]
Week 6 | Red Plane1942
I’ve started working on a replica of a game called ”Red Plane 1942”. I’m using the same engine we created in class for the Arkanoid project. What I’ve done this week is to create the basic objects. I made a class called BackgroundObject. It’s basically just a object with a sprite that moves down towards the end of the screen. After it is below the edge it resets above the screen and randomizes a x position. The Player object is […]
Week 6 | Red Plane1942
I’ve started working on a replica of a game called ”Red Plane 1942”. I’m using the same engine we created in class for the Arkanoid project. What I’ve done this week is to create the basic objects. I made a class called BackgroundObject. It’s basically just a object with a sprite that moves down towards the end of the screen. After it is below the edge it resets above the screen and randomizes a x position. The Player object is […]
Programming – Week 5
This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]
Programming – Week 5
This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]
Programming – Week 5
This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]
Programming – Week 5
This week we finished the Arkanoid project. The last parts were to add images that could handle alpha. We extended our project with an extension called SDL_IMAGE. The extension lets us load files with different file endings such as PNG etc. By doing this we could achieve transparency around the ball object in Arkanoid.
We also extended the project by adding a CollisionManager and a Collider class. Theese two work together to achieve
box vs box collision, I dont want to go into more […]
Programming – Week 4
This week we have worked together in class on creating a blueprint for a ”simple” game engine. We are going to use this engine to create a copy of Arkanoid. The engine includes a DrawManager, InputManager and a StateManager so far.
DrawManager creates a window and a renderer. It has a functions that clears the screen with a single color and a functions that presents what we have drawn onto the screen.
InputManager contains a Mouse and Keyboard pointer. The values of […]
Programming – Week 4
This week we have worked together in class on creating a blueprint for a ”simple” game engine. We are going to use this engine to create a copy of Arkanoid. The engine includes a DrawManager, InputManager and a StateManager so far.
DrawManager creates a window and a renderer. It has a functions that clears the screen with a single color and a functions that presents what we have drawn onto the screen.
InputManager contains a Mouse and Keyboard pointer. The values of […]
Programming – Week 4
This week we have worked together in class on creating a blueprint for a ”simple” game engine. We are going to use this engine to create a copy of Arkanoid. The engine includes a DrawManager, InputManager and a StateManager so far.
DrawManager creates a window and a renderer. It has a functions that clears the screen with a single color and a functions that presents what we have drawn onto the screen.
InputManager contains a Mouse and Keyboard pointer. The values of […]
Programming – Week 4
This week we have worked together in class on creating a blueprint for a ”simple” game engine. We are going to use this engine to create a copy of Arkanoid. The engine includes a DrawManager, InputManager and a StateManager so far.
DrawManager creates a window and a renderer. It has a functions that clears the screen with a single color and a functions that presents what we have drawn onto the screen.
InputManager contains a Mouse and Keyboard pointer. The values of […]