Browsing 'Programming': Posts from Game Design and Programming
Today was a good day.
Now that we’re through the alpha(to the surprise of some) and Olvier(and Leonard) have returned to active work we were able to get a good day’s work today. In the morning we had ourselves a look at the deadlines on the Backlog in the scrum document. there was some adjustment but we should be able to get a lot of stuff done before the pre-Beta on May 6(Thursday next week!).
After the morning meeting us programmers was able to work almost undisturbed […]
Today was a good day.
Now that we’re through the alpha(to the surprise of some) and Olvier(and Leonard) have returned to active work we were able to get a good day’s work today. In the morning we had ourselves a look at the deadlines on the Backlog in the scrum document. there was some adjustment but we should be able to get a lot of stuff done before the pre-Beta on May 6(Thursday next week!).
After the morning meeting us programmers was able to work almost undisturbed […]
Memory pools and Artificial Intelligence
As I sit here on this fine friday evening with some chilinuts and a cold one I realize that I haven’t done an update for a while, mostly since I haven’t got that much going on. So in this post I will talk mostly about our previous project (Portal in 2D) and the touch briefly on what I think I’m going to do next or sometime in the future.
The past!
So It’s been about a month since the last course ended […]
Memory pools and Artificial Intelligence
As I sit here on this fine friday evening with some chilinuts and a cold one I realize that I haven’t done an update for a while, mostly since I haven’t got that much going on. So in this post I will talk mostly about our previous project (Portal in 2D) and the touch briefly on what I think I’m going to do next or sometime in the future.
The past!
So It’s been about a month since the last course ended […]
Data / Memory management
This is a post I’ve been meaning to write for a long time. I’ve had a couple of revelations when it comes to programming and thought that I should share those revelations. One of those revelations are connected to the memory management of c++ and the other is about data. Non specific data that is, but data nonetheless.
Memory management
One of the hardest things that I learned in c++ programming was the use of pointers. Now I understood early on that […]
Data / Memory management
This is a post I’ve been meaning to write for a long time. I’ve had a couple of revelations when it comes to programming and thought that I should share those revelations. One of those revelations are connected to the memory management of c++ and the other is about data. Non specific data that is, but data nonetheless.
Memory management
One of the hardest things that I learned in c++ programming was the use of pointers. Now I understood early on that […]
Alpha-proof
Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]
Alpha-proof
Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]
Adventures in the world of GUI
The GUI in our game has really been giving me a headache this past week (and the week before). When I decided to make the GUI, I thought that “oh, there should be a ton of finished libraries out there that I can use.” This first part was true, the second was not.
Googling around, I found some links to various libraries, like SFGUI and CEGUI (among others). Both of these looked incredibly promising, but when I […]
Adventures in the world of GUI
The GUI in our game has really been giving me a headache this past week (and the week before). When I decided to make the GUI, I thought that “oh, there should be a ton of finished libraries out there that I can use.” This first part was true, the second was not.
Googling around, I found some links to various libraries, like SFGUI and CEGUI (among others). Both of these looked incredibly promising, but when I […]
Codename: Haunted Light – ObjectManager
This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]
Codename: Haunted Light – ObjectManager
This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
ID- OMG Artifact blog 2
I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]
Haunted Light – Base code for Enemies
Hello. Today I’ll be talking about the base for our enemy objects, how it works and how it’s different from the normal GameObject and also why that is. Both of the classes, EnemyObject and EnemyObjectManager, are heavily based on the already existing files PlayerObject, GameObject and GameObjectManager, with EnemyObject being a combination of GameObject and PlayerObject. The key differences are that the Enemy-ones doesn’t have keyboard and mouse as inputs, since you don’t control your enemies, and that EnemyObject doesn’t […]
Haunted Light – Base code for Enemies
Hello. Today I’ll be talking about the base for our enemy objects, how it works and how it’s different from the normal GameObject and also why that is. Both of the classes, EnemyObject and EnemyObjectManager, are heavily based on the already existing files PlayerObject, GameObject and GameObjectManager, with EnemyObject being a combination of GameObject and PlayerObject. The key differences are that the Enemy-ones doesn’t have keyboard and mouse as inputs, since you don’t control your enemies, and that EnemyObject doesn’t […]
Artifact : Button
The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.
The button as it is in its original stage, nothing special it is just there and waiting for some action.
The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]
Artifact : Button
The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.
The button as it is in its original stage, nothing special it is just there and waiting for some action.
The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Blogg of the week: Alpha
Hello, this week hasn’t been that successful so I do not have a finished artifact to write about. So I figured that I would write about what I have been doing instead.
I have been working with Box2D, which is a physics engine that we use for collision. Last week I worked with getting collision to work. Collision is working by itself Box2D so it is more about being able to use it, and getting used to the structure. It probably […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]
Game Development- Introduction. Blog Post – 2
Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]