Author Archives: Viktor Myhrberg
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 […]
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 […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
New Artifact – Option state
That is a sprite I made this week. It’s a lazer and they are supposed to be spawned really close to each other. The reason behind the rounded edges is that there won’t be akward edges when you fire alot of them while rotating quickly.
Our option state was supposed to be able to do following things: switch between different control-types in game (since we want the player to be able to choose between rotating around the middle and completely […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
Beta tomorrow!
Hello there!
This week I have sealed alot of memory leaks and fixed a whole lot of small bugs. Apart from that I have also made a enemy wave spawner that is time-optimized for level designers. It is not very precise and there are currently no functions for telling exactly what enemy is going to spawn where. But making a wave is so simple! Just tell it how many enemies of what kind you want, and for how long the wave […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
Them artifacts…
This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Artifact 3 and stuff
Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]
Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]
Hi! Let’s BLOG!
This week I have been kind of lazy (compared to earlier weeks). I have been fixing alot of bugs, wich I am proud of, but not going to talk about since bugs are boring and irritating and I can never see them as features. Especially not when they cause the game to crash. What kind of feature could that become? ”In this game you can’t kill an enemy with another bullet than the first one you shot that […]
Atrifact 1, gom
GameObjectManager! Not the prettiest! But I think it’s simple to understand.
Yeah.. Almost an hour left to the deadline for this blog entry. I almost forgot about it. Today I’ve been drawing concept art, made a pretty sprite, and now I’ve been on skype with my friend for a while working on an album. Oh I’ve been programming lots as well (that’s what this blog entry is supposed to be about).
I have done like… A game object hierarchy and a […]
Atrifact 1, gom
GameObjectManager! Not the prettiest! But I think it’s simple to understand.
Yeah.. Almost an hour left to the deadline for this blog entry. I almost forgot about it. Today I’ve been drawing concept art, made a pretty sprite, and now I’ve been on skype with my friend for a while working on an album. Oh I’ve been programming lots as well (that’s what this blog entry is supposed to be about).
I have done like… A game object hierarchy and a […]
So yeah… I’ve forgot about this blog for a while. So many other strange new places you have to write and commit. I get crazy by all this. However I’ve been programming more than ever lately. Now that the spritemanager and game object manager(which I kind of made) for our game was completed I really felt as if I could do something for the group, So I did! Been sitting at school until early in the morning the last few […]
So yeah… I’ve forgot about this blog for a while. So many other strange new places you have to write and commit. I get crazy by all this. However I’ve been programming more than ever lately. Now that the spritemanager and game object manager(which I kind of made) for our game was completed I really felt as if I could do something for the group, So I did! Been sitting at school until early in the morning the last few […]