Browsing 'Programming': Posts from Game Design and 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

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

Better colliders. Artifact 3

I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]

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Program: Programming

Better colliders. Artifact 3

I repaired the CollisionManager. It was broke. I dont want to talk about it.
From yesterday though:
When the player fish and an enemy collides, two things will happen in this game right now:
1. The player receives experience points. These are what will make the Player grow and level up though out the game.
2. The enemy will be eaten. In other words both the enemy collider and the enemy object, carrying a sprite and some functions get deleted.
(Enemy object are not discussed in […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

AI for the bosses

Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]

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Program: Programming

AI for the bosses

Even though I have been home with a fever this week I have tried to do some work from home. I have been drawing some sort of flowcharts over the three bosses AI. The boss I am going to start with when it comes to code is the final boss, Mothgomery. This because if we run out of time we think this is the most important one for the game. He is the “emperor of the suit” who started the […]

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Program: Programming

Escape – Group 4 – Week 6 – Audio Options & Credits

Progress on the main menu is going surprisingly smoothly. Not only did I finish visual functionality in one day, but practical functionality is almost finished as well.Both music and sound can now be muted and the slider for lowering sound works like a charm. This however has been tested with only one sound file. There’s still a lot of work to make this work for every sound file in the game.Music and sound has to be dealt with individually, since […]

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Program: Programming

Escape – Group 4 – Week 6 – Audio Options & Credits

Progress on the main menu is going surprisingly smoothly. Not only did I finish visual functionality in one day, but practical functionality is almost finished as well.Both music and sound can now be muted and the slider for lowering sound works like a charm. This however has been tested with only one sound file. There’s still a lot of work to make this work for every sound file in the game.Music and sound has to be dealt with individually, since […]

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Program: Programming

Music and Sound Effects


This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]

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Program: Programming

Music and Sound Effects


This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]

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Program: Programming

Music and Sound Effects


This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]

/ Comments Off on Music and Sound Effects
Program: Programming

Music and Sound Effects


This Week
I’ve been continuing my work on Level Design and the creation of Music for our project. I’ve also added some code that keeps track of amounts of bullets from a weapon and then adds ricochete soundeffects to add a bit of variation to the shooting. I’ve also started working a bit on the AI and their detection (or lack thereof) through sound.
One of my goals for the levels is for the player not to be aware of the […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming

Pride and fall, weaponManager, equipManager and itemManager

Some complaints and emotional update here serious part bellow 
You might not have taken it from the way I write but I have a hard time asking for help when it comes to code. Why that really is I don’t know but I have that and so for today I asked for help from a million people because of this page:
 

I have seen that page around 50 times today and I hate it OH GOD do I hate it.
So if […]

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Program: Programming

Pride and fall, weaponManager, equipManager and itemManager

Some complaints and emotional update here serious part bellow 
You might not have taken it from the way I write but I have a hard time asking for help when it comes to code. Why that really is I don’t know but I have that and so for today I asked for help from a million people because of this page:
 

I have seen that page around 50 times today and I hate it OH GOD do I hate it.
So if […]

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Program: Programming

Soundmanager in FMOD

You could read in a earlier post about my troubles with SFML and the sound which basically made it really annoying to use.
So this week I’ve spent making a new soundmanager in the library FMOD which was suggested to me by Tommi the programming teacher.
Using this library has been harder then I initially suspected since it’s very different from anything I’ve coded in before.

But there is very good documentation for the library even if it takes a while to […]

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Program: Programming

Soundmanager in FMOD

You could read in a earlier post about my troubles with SFML and the sound which basically made it really annoying to use.
So this week I’ve spent making a new soundmanager in the library FMOD which was suggested to me by Tommi the programming teacher.
Using this library has been harder then I initially suspected since it’s very different from anything I’ve coded in before.

But there is very good documentation for the library even if it takes a while to […]

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Program: Programming