Author Archives: Viktor Myhrberg

I FEEL LIKE A SLAVE IN A GOOD WAY!

BGP has started, and I’ve never been in a group that is so focused on what they want to achieve. It is not a messy democracy, and the ”leaders” are not bitchy bosses but very open to new ideas and stuff like that.
They also have a very clear idea of what everything is supposed to be like and therefore I always know what is needed of me. I can focus completely on my programming tasks and few more things are expected […]

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Program: Programming

I FEEL LIKE A SLAVE IN A GOOD WAY!

BGP has started, and I’ve never been in a group that is so focused on what they want to achieve. It is not a messy democracy, and the ”leaders” are not bitchy bosses but very open to new ideas and stuff like that.
They also have a very clear idea of what everything is supposed to be like and therefore I always know what is needed of me. I can focus completely on my programming tasks and few more things are expected […]

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Program: Programming

Stratego Analysis

This week we got to choose a new game to write an analysis about. We picked the game Stratego; a game that I would describe as “Chess meets Memory meets Roshambo”.
Stratego is a game made for two players and takes place on a field of 10*10 squares. There are two lakes close to the middle and no units can walk on them.
This is the game space:

Each player is given 40 game pieces and gets to place them however he […]

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Program: Programming

Stratego Analysis

This week we got to choose a new game to write an analysis about. We picked the game Stratego; a game that I would describe as “Chess meets Memory meets Roshambo”.
Stratego is a game made for two players and takes place on a field of 10*10 squares. There are two lakes close to the middle and no units can walk on them.
This is the game space:

Each player is given 40 game pieces and gets to place them however he […]

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Program: Programming

Stratego Analysis

This week we got to choose a new game to write an analysis about. We picked the game Stratego; a game that I would describe as “Chess meets Memory meets Roshambo”.
Stratego is a game made for two players and takes place on a field of 10*10 squares. There are two lakes close to the middle and no units can walk on them.
This is the game space:

Each player is given 40 game pieces and gets to place them however he […]

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Program: Programming

Stratego Analysis

This week we got to choose a new game to write an analysis about. We picked the game Stratego; a game that I would describe as “Chess meets Memory meets Roshambo”.
Stratego is a game made for two players and takes place on a field of 10*10 squares. There are two lakes close to the middle and no units can walk on them.
This is the game space:

Each player is given 40 game pieces and gets to place them however he […]

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Program: Programming

Boardgame Analysis: Carcasonne

As a school task our group was supposed to play and analyze a board game free of choice. We picked Carcasonne: A game with medieval setting in which you are supposed to build castles and roads together with your friends, but claim as much of it as you can as your own to get the highest score.
In Carcasonne two to five players are recommended, and also preferably a completely flat square meter to play it on.
There are two different types […]

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Program: Programming

Boardgame Analysis: Carcasonne

As a school task our group was supposed to play and analyze a board game free of choice. We picked Carcasonne: A game with medieval setting in which you are supposed to build castles and roads together with your friends, but claim as much of it as you can as your own to get the highest score.
In Carcasonne two to five players are recommended, and also preferably a completely flat square meter to play it on.
There are two different types […]

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Program: Programming

Boardgame Analysis: Carcasonne

As a school task our group was supposed to play and analyze a board game free of choice. We picked Carcasonne: A game with medieval setting in which you are supposed to build castles and roads together with your friends, but claim as much of it as you can as your own to get the highest score.
In Carcasonne two to five players are recommended, and also preferably a completely flat square meter to play it on.
There are two different types […]

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Program: Programming

Boardgame Analysis: Carcasonne

As a school task our group was supposed to play and analyze a board game free of choice. We picked Carcasonne: A game with medieval setting in which you are supposed to build castles and roads together with your friends, but claim as much of it as you can as your own to get the highest score.
In Carcasonne two to five players are recommended, and also preferably a completely flat square meter to play it on.
There are two different types […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Shadowcasting

Hi! I’m going to make a post about how I solved my shadowcasting for a summer project that is a top down fighting game! First I made a wall object It’s just a simple square. I had a playerobject since earlier, let’s include that on the picture… Like that… This is how I wanted the shadows to be drawn:

So I thought of it as point perspective 3D sketch, like this…

This giganting square is an object I […]

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Program: Programming

Highscore SDL

Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]

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Program: Programming

Highscore SDL

Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]

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Program: Programming

Highscore SDL

Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]

/ Comments Off on Highscore SDL
Program: Programming

Highscore SDL

Just made something to keep track of highscores. It remembers only three values.
First it tells the player in the console which score he got.
Then I read from the text file which the previous scores are in, then I compare the current score with these. If it’s higher than any of them it is pushbacked into a vector together with them (if it’s the highest of all of them it is written in the console that you’ve got the highscore). The vector […]

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Program: Programming

FSM – finitie state machine

A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]

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Program: Programming

FSM – finitie state machine

A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]

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Program: Programming

Getting rid of old stuff

I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]

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Program: Programming

Getting rid of old stuff

I’m so happy that themepark has begun! And I really want to start working on our game! But I can’t, and I feel so bad about that.
There’s a task that I have not completed that I have to do first.
It’s for one of the previous courses in which we were supposed to make a game that included some stuff on a list, for example a collisionmanager and a statemanager. I thought we were almost completed with this project, but I […]

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Program: Programming

FSM – finitie state machine

A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]

/ Comments Off on FSM – finitie state machine
Program: Programming

FSM – finitie state machine

A finite state machine. Something I’d never heard of. The task said that you should make three different AI-states for enemies, but it was not as simple as expected. We had three different states, but we had no state machine for it, so we couldn’t get points for that either.
We had to get points for that.
We made the state machine by making the enemy’s update-function into a small state manager that updated different states. The states were object that inherited […]

/ Comments Off on FSM – finitie state machine
Program: Programming