Browsing 'Programming': Posts from Game Design and Programming

Artifact of the week, AI.

Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from. 
Before  the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

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Program: Programming

Artifact of the week, AI.

Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from. 
Before  the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

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Program: Programming

Playground Panic #3 – Ratatatatatatasplash

This week was filled with bug-fixes and different improvements in our previous assets. My main focus was spent on the View(port) and making it work smoothly with both edges and the player. Unfortunately due to a couple of meetings today, I don’t happen to have it in a completed state right now, so that will probably be on my next blog-post! Instead, I figured I would talk about how the shooting works.
The shooting, aka. the sponge-projectiles (we’re child-friendly here), are […]

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Program: Programming

Playground Panic #3 – Ratatatatatatasplash

This week was filled with bug-fixes and different improvements in our previous assets. My main focus was spent on the View(port) and making it work smoothly with both edges and the player. Unfortunately due to a couple of meetings today, I don’t happen to have it in a completed state right now, so that will probably be on my next blog-post! Instead, I figured I would talk about how the shooting works.
The shooting, aka. the sponge-projectiles (we’re child-friendly here), are […]

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Program: Programming

Artifact Post 3 – Menustate

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Program: Programming

Artifact Post 3 – Menustate

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Program: Programming

Started with coding

So last week I started on the coding process as I completed the documentation part. The task I started with next was a score manager that would keep track of the points, and then being saved to a file; in this case a text file. Every time the program is run 100 points are added to the text file. This means that the score is saved in the text file and always being kept there until the next time the […]

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Program: Programming

Started with coding

So last week I started on the coding process as I completed the documentation part. The task I started with next was a score manager that would keep track of the points, and then being saved to a file; in this case a text file. Every time the program is run 100 points are added to the text file. This means that the score is saved in the text file and always being kept there until the next time the […]

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Program: Programming

Making a Game Part 3 – Shooting

So, here we are again.
This week I chose to try implementing animations and shooting, both of which being pretty big additions to a game.
However, this post will only be about the shooting, leaving the animations for another day.
First thoughts about shooting: bullets need to be their own object and only spawned/despawned when actually in use, so as to not cause unnecessary performance-drops.
The bullets also need to be associated with the player, the enemies and the walls, so an efficient way […]

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Program: Programming

Making a Game Part 3 – Shooting

So, here we are again.
This week I chose to try implementing animations and shooting, both of which being pretty big additions to a game.
However, this post will only be about the shooting, leaving the animations for another day.
First thoughts about shooting: bullets need to be their own object and only spawned/despawned when actually in use, so as to not cause unnecessary performance-drops.
The bullets also need to be associated with the player, the enemies and the walls, so an efficient way […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

Enemy Collision

Jag har denna vecka suttit och pysslat mestadels med Barn vs Barn Kollision. Från början tänkte jag att jag kanske skulle kunna använda samma kollisionsfunktion som jag använde till platformern. Detta visade sig vara mycket problematiskt eftersom programmet crashade när jag försökte fixa så att ungarna hade en kollider vilket gjorde det hela en aning problematiskt. När jag kom på att det var för mycket jobb för att fixa bestämde jag mig istället för att skriva en ny, egen funktion […]

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Program: Programming

Enemy Collision

Jag har denna vecka suttit och pysslat mestadels med Barn vs Barn Kollision. Från början tänkte jag att jag kanske skulle kunna använda samma kollisionsfunktion som jag använde till platformern. Detta visade sig vara mycket problematiskt eftersom programmet crashade när jag försökte fixa så att ungarna hade en kollider vilket gjorde det hela en aning problematiskt. När jag kom på att det var för mycket jobb för att fixa bestämde jag mig istället för att skriva en ny, egen funktion […]

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Program: Programming

Third Artifact: Pathfinding and Grid building

This week I will talk a bit about our pathfinding. (Warning: Confusing)

There are a couple of different pathfinding algorithms out there, on the internet. There are Breath-first, Best-first, Dijkstra, A*(A-star), etc. Almost everyone, on different forums, suggest A* as pathfinding algorithm for most games. It is reasonable fast in most instances, even though some of the others were quicker in some scenarios.
A*, like most other algorithms, needs a tile based system to search through.
Each Tile, or Cell, is given […]

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Program: Programming

Third Artifact: Pathfinding and Grid building

This week I will talk a bit about our pathfinding. (Warning: Confusing)

There are a couple of different pathfinding algorithms out there, on the internet. There are Breath-first, Best-first, Dijkstra, A*(A-star), etc. Almost everyone, on different forums, suggest A* as pathfinding algorithm for most games. It is reasonable fast in most instances, even though some of the others were quicker in some scenarios.
A*, like most other algorithms, needs a tile based system to search through.
Each Tile, or Cell, is given […]

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Program: Programming

Artifact of the week, AI.

Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from. 
Before  the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

/ Comments Off on Artifact of the week, AI.
Program: Programming

Artifact of the week, AI.

Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from. 
Before  the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

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Program: Programming

Week 6 – With Intent

This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]

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Program: Programming

Week 6 – With Intent

This week Have been pretty harsh, the Light Engine ”Let There Be Light” is obviously not optimised for OpenGL properly, so put out more than 2 update-able lights and you get some serious bugs on OS X.
I see no way around this unless I reconfigure the whole LTBL library, which I don’t really have time for right now. For testing Purposes with less lights I can still test the code on Mac with the Prototype, for the full game […]

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Program: Programming

A* Pathfinding

Today I am going to talk about path finding, more specifically A* path finding which is just one of many methods of doing path finding.

What is path finding?
Essentially, path finding is a technique for finding a way trough a bunch of obstacles from point A to point B.
In general you apply path finding with AI, but there are other cases that path finding is used as well.

What is A*?
A* is a heuristic graph based algorithm.
A grid of nodes is used to […]

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Program: Programming

A* Pathfinding

Today I am going to talk about path finding, more specifically A* path finding which is just one of many methods of doing path finding.

What is path finding?
Essentially, path finding is a technique for finding a way trough a bunch of obstacles from point A to point B.
In general you apply path finding with AI, but there are other cases that path finding is used as well.

What is A*?
A* is a heuristic graph based algorithm.
A grid of nodes is used to […]

/ Comments Off on A* Pathfinding
Program: Programming