Author Archives: Stefan Ekdahl
Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]
Powering Up: LightUp
This week I have been working on the first real power-up in out game. Since Ambient Pressure, our game that is, takes place mostly in a dark environment, one of the most valuable things is knowledge of your surroundings, and for this we have the LightUP power-up.
What this power-up does is quite simple: it reveals the entire screen for a moment. This means the player get a much greater visual range, and will be able to spot new paths, threats, […]
Flares!
This week one of my main artifacts was to get the Flares to work as intended. Since our game takes place in a mostly dark environment where visuals are valuable, flares plays a key-role in the game. The intent for the final product is to let the player use flare to light up areas and handle enemies. While flares are a limited resource they are a key piece of the game.
As seen, the game features a crosshair which is […]
Flares!
This week one of my main artifacts was to get the Flares to work as intended. Since our game takes place in a mostly dark environment where visuals are valuable, flares plays a key-role in the game. The intent for the final product is to let the player use flare to light up areas and handle enemies. While flares are a limited resource they are a key piece of the game.
As seen, the game features a crosshair which is […]
Progress!
Back to University again! After returning to the island a lot more progress has been made with my project and I now have a hope I might actually have it working in time.
After asking for help I finally managed to sort out my issues with SDLKey refusing to work, so that the block could be moved around on the screen. Once this worked I wrote up some code to make the block stop and freeze when it reaches the bottom […]
Progress!
Back to University again! After returning to the island a lot more progress has been made with my project and I now have a hope I might actually have it working in time.
After asking for help I finally managed to sort out my issues with SDLKey refusing to work, so that the block could be moved around on the screen. Once this worked I wrote up some code to make the block stop and freeze when it reaches the bottom […]
Progress!
Back to University again! After returning to the island a lot more progress has been made with my project and I now have a hope I might actually have it working in time.
After asking for help I finally managed to sort out my issues with SDLKey refusing to work, so that the block could be moved around on the screen. Once this worked I wrote up some code to make the block stop and freeze when it reaches the bottom […]
Progress!
Back to University again! After returning to the island a lot more progress has been made with my project and I now have a hope I might actually have it working in time.
After asking for help I finally managed to sort out my issues with SDLKey refusing to work, so that the block could be moved around on the screen. Once this worked I wrote up some code to make the block stop and freeze when it reaches the bottom […]
And Happy New Year
Last time I wrote something here I was having issues with what I thought was a memory leak, so this week I decided to take the chance while home in Stockholm and asked my father for assistance.
To debug we went through the existing code, seeking through it piece by piece until we found where exactly everything broke. After having traced the code back through the DrawManager we realized that m_sprite, the intended source of the sprite, was for some reason […]
And Happy New Year
Last time I wrote something here I was having issues with what I thought was a memory leak, so this week I decided to take the chance while home in Stockholm and asked my father for assistance.
To debug we went through the existing code, seeking through it piece by piece until we found where exactly everything broke. After having traced the code back through the DrawManager we realized that m_sprite, the intended source of the sprite, was for some reason […]
And Happy New Year
Last time I wrote something here I was having issues with what I thought was a memory leak, so this week I decided to take the chance while home in Stockholm and asked my father for assistance.
To debug we went through the existing code, seeking through it piece by piece until we found where exactly everything broke. After having traced the code back through the DrawManager we realized that m_sprite, the intended source of the sprite, was for some reason […]
And Happy New Year
Last time I wrote something here I was having issues with what I thought was a memory leak, so this week I decided to take the chance while home in Stockholm and asked my father for assistance.
To debug we went through the existing code, seeking through it piece by piece until we found where exactly everything broke. After having traced the code back through the DrawManager we realized that m_sprite, the intended source of the sprite, was for some reason […]
Merry Christmas!
The last week has for my part involved a lot of traveling and get-togethers with family, leaving my project a bit unattended. While I have worked on setting up a move function and prepare proper graphics, I’ve encountered a pretty major set-back in the shape of a memory leak.
While changing around to get the new sprite into the code, I somehow managed to break SDL_Texture, causing a break at any time when I try to run a debug. I have […]
Merry Christmas!
The last week has for my part involved a lot of traveling and get-togethers with family, leaving my project a bit unattended. While I have worked on setting up a move function and prepare proper graphics, I’ve encountered a pretty major set-back in the shape of a memory leak.
While changing around to get the new sprite into the code, I somehow managed to break SDL_Texture, causing a break at any time when I try to run a debug. I have […]
Merry Christmas!
The last week has for my part involved a lot of traveling and get-togethers with family, leaving my project a bit unattended. While I have worked on setting up a move function and prepare proper graphics, I’ve encountered a pretty major set-back in the shape of a memory leak.
While changing around to get the new sprite into the code, I somehow managed to break SDL_Texture, causing a break at any time when I try to run a debug. I have […]
Merry Christmas!
The last week has for my part involved a lot of traveling and get-togethers with family, leaving my project a bit unattended. While I have worked on setting up a move function and prepare proper graphics, I’ve encountered a pretty major set-back in the shape of a memory leak.
While changing around to get the new sprite into the code, I somehow managed to break SDL_Texture, causing a break at any time when I try to run a debug. I have […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid completed, Graphical trickery and Alumni days
This past week we went over the last pieces of the Arkanoid project and finalized the code for it. We added the sprites, created the paddle, ball, and blocks, and gave them all their collision properties.
We also worked with the extra additions granted from SDL (Simple DirectMedia Layer) to learn some way to work with alpha, which allows degrees of translucency. We also learned a fair bit about adding text into an SDL window and allow it to be changed […]
Arkanoid and Gamestates
This week began a new task: building the classic game Arkanoid. Following the lead of our lecturer the group wrote down the necessary classes and functions needed for the game, dividing the classes in separate files. SDL (Simple DirectMedia Library) was selected as graphical library for this project.
Arkanoid was developed by Taito in 1986, and was based on the game Breakout from Atari, inc. and released 1976. Breakout was built by Steve Wozniak (Co-founder of Apple, and inventor and designer […]
Arkanoid and Gamestates
This week began a new task: building the classic game Arkanoid. Following the lead of our lecturer the group wrote down the necessary classes and functions needed for the game, dividing the classes in separate files. SDL (Simple DirectMedia Library) was selected as graphical library for this project.
Arkanoid was developed by Taito in 1986, and was based on the game Breakout from Atari, inc. and released 1976. Breakout was built by Steve Wozniak (Co-founder of Apple, and inventor and designer […]
Arkanoid and Gamestates
This week began a new task: building the classic game Arkanoid. Following the lead of our lecturer the group wrote down the necessary classes and functions needed for the game, dividing the classes in separate files. SDL (Simple DirectMedia Library) was selected as graphical library for this project.
Arkanoid was developed by Taito in 1986, and was based on the game Breakout from Atari, inc. and released 1976. Breakout was built by Steve Wozniak (Co-founder of Apple, and inventor and designer […]
Arkanoid and Gamestates
This week began a new task: building the classic game Arkanoid. Following the lead of our lecturer the group wrote down the necessary classes and functions needed for the game, dividing the classes in separate files. SDL (Simple DirectMedia Library) was selected as graphical library for this project.
Arkanoid was developed by Taito in 1986, and was based on the game Breakout from Atari, inc. and released 1976. Breakout was built by Steve Wozniak (Co-founder of Apple, and inventor and designer […]