Author Archives: Sebastian Ringvold

About Sebastian Ringvold

2014  Programming

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Summer project 2015 programming

This is the first blog post for the project I will work on during this summer.
Here are my project plan: Project plan
The document is written in swedish, but the rest of the blog will be written in english.

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Program: Programming

Last blog post Dragon Song

So this is the last blog post for this project. We have managed to complete most of the feature we wanted to have for the beta so this week have mostly been about cleaning up the code and trying to eliminate memory leaks. This makes it harder for me to find an artifact to write about in this weeks blog post.
The new particle system implemented in our game last week resulted in some major memory leaks. I mentioned smart pointers […]

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Program: Programming

Last blog post Dragon Song

So this is the last blog post for this project. We have managed to complete most of the feature we wanted to have for the beta so this week have mostly been about cleaning up the code and trying to eliminate memory leaks. This makes it harder for me to find an artifact to write about in this weeks blog post.
The new particle system implemented in our game last week resulted in some major memory leaks. I mentioned smart pointers […]

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Program: Programming

Bullets in Dragon Song

Similar to the previous week this week have mostly been about fine tuning parts of the game. Anthon Fredriksson introduced us to smart pointers and helped us implement them in our game. With this a lot of our memory leaks were eliminated. Some other parts of the game were also fixed, but for this blog post I will write about the bullets in the game. The player bullets, the enemy bullets and the huge sound wave “bullet”. All of these […]

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Program: Programming

Bullets in Dragon Song

Similar to the previous week this week have mostly been about fine tuning parts of the game. Anthon Fredriksson introduced us to smart pointers and helped us implement them in our game. With this a lot of our memory leaks were eliminated. Some other parts of the game were also fixed, but for this blog post I will write about the bullets in the game. The player bullets, the enemy bullets and the huge sound wave “bullet”. All of these […]

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Program: Programming

Power Up Bullet

During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]

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Program: Programming

Power Up Bullet

During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]

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Program: Programming

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming

Dragon song – animations using Thor

With the alpha completed we began the work on the beta. I have mainly worked with the implementation of animation in our game. This blog posts will be about that topic.
Previously to this week I had never animated from a programmers point of view, I have had some very inconsequential experience with animating in flash. When I researched how to animate using SFML I found out about a library extension called Thor.  From reading the documentation I saw some functionalities […]

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Program: Programming

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming

Dragon Song – Gauge Meter

This week I want to talk about the “gauge meter“ that will play a big part in controlling how the game will sound in relation too how good the player perform during the game.
The music that plays during the level consists of different layers. The first layer is only the core beat while the second layer is a bass track. When the player achieve a certain goal (we have not yet decided exactly which goal that is but right now […]

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Program: Programming

Project Dragon song

During this project our group will produce a game out of the game concept created by another group during another course. In the game the player have to follow a beat while shooting down at enemies, resulting in music playing. Very similar to playing drums on rock band.
As we are only two programmers in our group my task is primarily as a programmer. During this week we went into production after working on the prototype were we tried out different […]

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Program: Programming

Project Dragon song

During this project our group will produce a game out of the game concept created by another group during another course. In the game the player have to follow a beat while shooting down at enemies, resulting in music playing. Very similar to playing drums on rock band.
As we are only two programmers in our group my task is primarily as a programmer. During this week we went into production after working on the prototype were we tried out different […]

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Program: Programming

Space Invaders – Making the enemies shoot

One of my task was to make the space invaders shot at the player. We used block code in the Arcanoid engine as our enemies and the ball code for the projectiles the player can shoot. I thought the code in the ball could be reused for the enemy’s projectile so I created Bullet.cpp and Bullet.h using largely the same structure as the Ball.cpp and Ball.h.
I then used the code in the GameState for making the ball (or projectile) follow […]

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Program: Programming

Space Invaders – Making the enemies shoot

One of my task was to make the space invaders shot at the player. We used block code in the Arcanoid engine as our enemies and the ball code for the projectiles the player can shoot. I thought the code in the ball could be reused for the enemy’s projectile so I created Bullet.cpp and Bullet.h using largely the same structure as the Ball.cpp and Ball.h.
I then used the code in the GameState for making the ball (or projectile) follow […]

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Program: Programming

Space Invaders – Key input

The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]

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Program: Programming

Space Invaders – Key input

The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]

/ Comments Off on Space Invaders – Key input
Program: Programming

Space Invaders – Key input

The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]

/ Comments Off on Space Invaders – Key input
Program: Programming

Space Invaders – Key input

The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]

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Program: Programming

Beginning of Space Invaders Clone

I have started with the final project during this course. The assignment is to make a clone of an existing game like Tetris or Pacman in c++ using the SDL library. I work together with another person in my class, and we choose creating a Space invaders clone as our project. We choose this game because it seemed to fit our level of skill in programming, we both have limited experience and Space Invaders seemed to be less complex compared […]

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Program: Programming

Beginning of Space Invaders Clone

I have started with the final project during this course. The assignment is to make a clone of an existing game like Tetris or Pacman in c++ using the SDL library. I work together with another person in my class, and we choose creating a Space invaders clone as our project. We choose this game because it seemed to fit our level of skill in programming, we both have limited experience and Space Invaders seemed to be less complex compared […]

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Program: Programming

Beginning of Space Invaders Clone

I have started with the final project during this course. The assignment is to make a clone of an existing game like Tetris or Pacman in c++ using the SDL library. I work together with another person in my class, and we choose creating a Space invaders clone as our project. We choose this game because it seemed to fit our level of skill in programming, we both have limited experience and Space Invaders seemed to be less complex compared […]

/ Comments Off on Beginning of Space Invaders Clone
Program: Programming

Beginning of Space Invaders Clone

I have started with the final project during this course. The assignment is to make a clone of an existing game like Tetris or Pacman in c++ using the SDL library. I work together with another person in my class, and we choose creating a Space invaders clone as our project. We choose this game because it seemed to fit our level of skill in programming, we both have limited experience and Space Invaders seemed to be less complex compared […]

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Program: Programming