Browsing 'Programming': Posts from Game Design and Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

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Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

/ Comments Off on AI is annoying, even when rudimentary
Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

/ Comments Off on AI is annoying, even when rudimentary
Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

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Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

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Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

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Program: Programming

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

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Program: Programming

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

/ Comments Off on This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

/ Comments Off on Making a Game Part 4 – Animations
Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

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Program: Programming

Artifact post: Getting Git working.

This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]

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Program: Programming

Artifact post: Getting Git working.

This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

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 […]

/ Comments Off on Them artifacts…
Program: Programming

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 […]

/ Comments Off on Them artifacts…
Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

/ Comments Off on ConfigManager – Reading from files
Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

/ Comments Off on ConfigManager – Reading from files
Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

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Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

/ Comments Off on Git is working. for now…
Program: Programming