Browsing 'Programming': Posts from Game Design and Programming

2014-02-13

Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]

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Program: Programming

2014-02-13

Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]

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Program: Programming

Haunted Light – AnimatedSprite

Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]

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Program: Programming

Haunted Light – AnimatedSprite

Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]

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Program: Programming

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 […]

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Program: Programming

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 […]

/ Comments Off on Atrifact 1, gom
Program: Programming

2014-02-13

Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]

/ Comments Off on 2014-02-13
Program: Programming

2014-02-13

Hello world!
Today I havent gotten much code done since we have had a few meetings about our project which took up pretty much of our time and energy. I did however apply one more sprite for the cloud (again, but this time for the more organized version of my code) buuut I did not get it to work for some reason so I wasted time creating one more class called Cloud2 (instead of making it inherit everything from Cloud1) with […]

/ Comments Off on 2014-02-13
Program: Programming

Jag har denna vecka för det mesta suttit och pysslat med att få fiender till att fungera. Måttligt framgångsrikt hittills men det ska nog gå att lösas under helgen. Jag började med att skriva en fiende klass som håller koll på dom gemensamma sakerna för fiender. Fiende klassen ärver från våran spelobjekt klass som jag skrev förra veckan. Spelobjekt klassen håller koll på vad saker och ting är, vad dom har för sprite, vad dom har för collider och flaggor […]

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Program: Programming

Jag har denna vecka för det mesta suttit och pysslat med att få fiender till att fungera. Måttligt framgångsrikt hittills men det ska nog gå att lösas under helgen. Jag började med att skriva en fiende klass som håller koll på dom gemensamma sakerna för fiender. Fiende klassen ärver från våran spelobjekt klass som jag skrev förra veckan. Spelobjekt klassen håller koll på vad saker och ting är, vad dom har för sprite, vad dom har för collider och flaggor […]

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Program: Programming

Haunted Light – AnimatedSprite

Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]

/ Comments Off on Haunted Light – AnimatedSprite
Program: Programming

Haunted Light – AnimatedSprite

Hello. Today I’ll be covering the AnimatedSprite class I’ve been creating for this project. It was a though one because of a lot of core changes in the program. Using SFML made it easier than I expected though because of its versatility. It also helped that I actually planned what the class was going to contain, and then build on from there. I even think that part saved me a lot of hassle since I first “sketched up” a first […]

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Program: Programming

Artifact Post 1

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Program: Programming

Artifact Post 1

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Program: Programming

AI, I hate AI

This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.

The light bulb consists of a sprite that’s always drawn just in […]

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Program: Programming

AI, I hate AI

This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.

The light bulb consists of a sprite that’s always drawn just in […]

/ Comments Off on AI, I hate AI
Program: Programming

AI, I hate AI

This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.

The light bulb consists of a sprite that’s always drawn just in […]

/ Comments Off on AI, I hate AI
Program: Programming

AI, I hate AI

This week I took it upon myself to do the AI for the enemy fish and the light bulb for the player. While the light bulb was pretty straight forward the AI was a lot harder to put together. I realize this task will take much more time than I expected. It didn’t help that I was stuck in bed the whole week with fever and “puke sickness”.

The light bulb consists of a sprite that’s always drawn just in […]

/ Comments Off on AI, I hate AI
Program: Programming

Playground Panic #1 – Player movement

Since we’re doing a top-down shooter, we wanted 8 different directions to walk in that we used the different combinations of WASD for. We also had to make the player rotate depending on where the mouse were on the screen. SFML does this a lot easier than when we worked with SDL, especially on the input-side. We went from having a full input-class to one line basically and if we ever need more control than that we can change it […]

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Program: Programming

Playground Panic #1 – Player movement

Since we’re doing a top-down shooter, we wanted 8 different directions to walk in that we used the different combinations of WASD for. We also had to make the player rotate depending on where the mouse were on the screen. SFML does this a lot easier than when we worked with SDL, especially on the input-side. We went from having a full input-class to one line basically and if we ever need more control than that we can change it […]

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Program: Programming

Creating a camera class Camera class (not a 100% done)


Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]

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Program: Programming

Creating a camera class Camera class (not a 100% done)


Coding a camera class at first was one of the hardest thing in my head because I was thinking the wrong way. I choose to tell you about this simple (yet made harder by my brain) class because I learned something from it. When you are working with more than one person you can have a hard time creating a class when you don’t understand what the person you are working with are thinking. So what you have to […]

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Program: Programming

Plans of Futura’s Soundmanager.

The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.

While not finished because of the bug […]

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Program: Programming

Plans of Futura’s Soundmanager.

The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.

While not finished because of the bug […]

/ Comments Off on Plans of Futura’s Soundmanager.
Program: Programming