Browsing 'Programming': Posts from Game Design and Programming
Production and re-do.
We have started our first sprint and are now in production, this Monday we set up our sprint planning and started writing on our individual parts of the code. I remade the Hiding prototype and then went on to work with player movement for our alpha. I really should start writing each day because i can barley remember the lectures we had since this Monday. I feel like days are starting to float together. We missed our meeting with our […]
Production and re-do.
We have started our first sprint and are now in production, this Monday we set up our sprint planning and started writing on our individual parts of the code. I remade the Hiding prototype and then went on to work with player movement for our alpha. I really should start writing each day because i can barley remember the lectures we had since this Monday. I feel like days are starting to float together. We missed our meeting with our […]
More Photoshop
So today I continued practicing reference drawing, because. . .
This time I drew Udyr, another character from League of Legends.I focused on the sketch a lot more today since I believed that a better sketch would improve the final image considerably. Looking back now I’m not very sure yet, this image is much nicer than the one yesterday but it is probably just the amount of […]
More Photoshop
So today I continued practicing reference drawing, because. . .
This time I drew Udyr, another character from League of Legends.I focused on the sketch a lot more today since I believed that a better sketch would improve the final image considerably. Looking back now I’m not very sure yet, this image is much nicer than the one yesterday but it is probably just the amount of […]
More collision management
2014 02 04
Today I wanted to try my circle vs circle overlap function.
In our Game state, I made two test colliders and two circles using sf::CircleShape. The colliders were allocated and initiated via the overloaded constructor that take in a position vector and a radius float (I added a position to it). then I added a function to the CollisionManager. CheckCollisionCircleVsCircle, I called it. It is a bool function. I then pushed the colliders into my std::vector for colliders.
CheckCollisionCircleVsCircle():
This […]
More collision management
2014 02 04
Today I wanted to try my circle vs circle overlap function.
In our Game state, I made two test colliders and two circles using sf::CircleShape. The colliders were allocated and initiated via the overloaded constructor that take in a position vector and a radius float (I added a position to it). then I added a function to the CollisionManager. CheckCollisionCircleVsCircle, I called it. It is a bool function. I then pushed the colliders into my std::vector for colliders.
CheckCollisionCircleVsCircle():
This […]
2014-02-04
Hello world,
This was (to be honest) a pretty not-so-very-good day. I started off with making the clouds move more credibly as the camera was moving, which went ok and did not take up too much of my time. But other than that I got stuck with a problem that kept me busy for several hours and in the end, without me showing any result.
What I wanted to accomplish was to include the library SFML in my State Manager program so […]
2014-02-04
Hello world,
This was (to be honest) a pretty not-so-very-good day. I started off with making the clouds move more credibly as the camera was moving, which went ok and did not take up too much of my time. But other than that I got stuck with a problem that kept me busy for several hours and in the end, without me showing any result.
What I wanted to accomplish was to include the library SFML in my State Manager program so […]
2014-02-04
Hello world,
This was (to be honest) a pretty not-so-very-good day. I started off with making the clouds move more credibly as the camera was moving, which went ok and did not take up too much of my time. But other than that I got stuck with a problem that kept me busy for several hours and in the end, without me showing any result.
What I wanted to accomplish was to include the library SFML in my State Manager program so […]
2014-02-04
Hello world,
This was (to be honest) a pretty not-so-very-good day. I started off with making the clouds move more credibly as the camera was moving, which went ok and did not take up too much of my time. But other than that I got stuck with a problem that kept me busy for several hours and in the end, without me showing any result.
What I wanted to accomplish was to include the library SFML in my State Manager program so […]
Mushroom Man
Mushroom-man is a common name for many species of non-stationary mushrooms.When observed, mushroom-men looks just like an ordinary mushroom but it is a known fact that they actually wander about and even talk with each other.
The most obvious proof is fairy rings. It’s merely a gathering of mushroom-men that you happened to witness, and just like troll mushroom-men have build in “turn to object” cells that actives the nanosecond a human lay eyes on […]
Mushroom Man
Mushroom-man is a common name for many species of non-stationary mushrooms.When observed, mushroom-men looks just like an ordinary mushroom but it is a known fact that they actually wander about and even talk with each other.
The most obvious proof is fairy rings. It’s merely a gathering of mushroom-men that you happened to witness, and just like troll mushroom-men have build in “turn to object” cells that actives the nanosecond a human lay eyes on […]
Doing Collision management
I have made a Collider class.
It has Three overlap bool functions for rectangle vs rectangle overlaping, rectangle vs circle overlaping and circle vs circle overlapping.
The mathematics is not that difficult when you have the seperating axis theorem and the basic knowlage of a simple circle and a rectangle.
The rectangle vs rectangle one checks to see if there is overlapping by the x-axis of the rectangle’s extension, width and height. Then it checks if it is ovelapping the y-axis. (seperating axes […]
Doing Collision management
I have made a Collider class.
It has Three overlap bool functions for rectangle vs rectangle overlaping, rectangle vs circle overlaping and circle vs circle overlapping.
The mathematics is not that difficult when you have the seperating axis theorem and the basic knowlage of a simple circle and a rectangle.
The rectangle vs rectangle one checks to see if there is overlapping by the x-axis of the rectangle’s extension, width and height. Then it checks if it is ovelapping the y-axis. (seperating axes […]
Even more collision!
Today I worked some more on the collision-checks for the game. I got the line-circle collision to work with SFML. The code had been working for a while before I realized I had forgotten to update the players collider position when the player moved. Now it has been implemented and I will put it to the test tomorrow.
I have also added a check between two circles. Most of the objects (I believe all the objects but the projectiles) will have […]
Even more collision!
Today I worked some more on the collision-checks for the game. I got the line-circle collision to work with SFML. The code had been working for a while before I realized I had forgotten to update the players collider position when the player moved. Now it has been implemented and I will put it to the test tomorrow.
I have also added a check between two circles. Most of the objects (I believe all the objects but the projectiles) will have […]
Welcome
Hey! May I say, you look good today!Welcome, to my blog!I’ll catch you around, okey?
Welcome
Hey! May I say, you look good today!Welcome, to my blog!I’ll catch you around, okey?
2014-02-03
Hello world,
Today I put in a place-holder for the ground (or game area) and created collision between the player and the end of the game area and between the camera and the end of the game area. I also adjusted the distance/relationship between the camera and the player. I ended the day by putting in a placeholder for the clouds in the background.
I all went better than I thought it would and I did not encounter any bigger problems beyond […]
2014-02-03
Hello world,
Today I put in a place-holder for the ground (or game area) and created collision between the player and the end of the game area and between the camera and the end of the game area. I also adjusted the distance/relationship between the camera and the player. I ended the day by putting in a placeholder for the clouds in the background.
I all went better than I thought it would and I did not encounter any bigger problems beyond […]
2014-02-03
Hello world,
Today I put in a place-holder for the ground (or game area) and created collision between the player and the end of the game area and between the camera and the end of the game area. I also adjusted the distance/relationship between the camera and the player. I ended the day by putting in a placeholder for the clouds in the background.
I all went better than I thought it would and I did not encounter any bigger problems beyond […]
2014-02-03
Hello world,
Today I put in a place-holder for the ground (or game area) and created collision between the player and the end of the game area and between the camera and the end of the game area. I also adjusted the distance/relationship between the camera and the player. I ended the day by putting in a placeholder for the clouds in the background.
I all went better than I thought it would and I did not encounter any bigger problems beyond […]
Escape week 2 day one
Well for the past two weeks I’ve been working on mostly the scrum document, the design document and the prototype of the game. While now I get to start working on the inner workings of the game, I will begin with all that concerns the sound of the game.The game will be about a corporate spy in a sci-fi 40′s setting that enters a office building on a mission to steal “the documents”.
The programming on my part will to a […]
Escape week 2 day one
Well for the past two weeks I’ve been working on mostly the scrum document, the design document and the prototype of the game. While now I get to start working on the inner workings of the game, I will begin with all that concerns the sound of the game.The game will be about a corporate spy in a sci-fi 40′s setting that enters a office building on a mission to steal “the documents”.
The programming on my part will to a […]