Browsing 'Programming': Posts from Game Design and Programming
Programming Project, day 3
The project comes along just fine, fixed up the InputManager a bit. Also added a big part of the program, a working SoundManager with volume control methods and support for music and sound (both with methods “play”, “pause/resume” and “stop”. ). Right now it loops music and plays soundeffects when starting the game and when a player drops a bomb.
Added a BombObject class which inherits from the existing class GameObject. All BombObjects are stored in a vector in the GameObjectManager. Management of the […]
Programming Project, day 3
The project comes along just fine, fixed up the InputManager a bit. Also added a big part of the program, a working SoundManager with volume control methods and support for music and sound (both with methods “play”, “pause/resume” and “stop”. ). Right now it loops music and plays soundeffects when starting the game and when a player drops a bomb.
Added a BombObject class which inherits from the existing class GameObject. All BombObjects are stored in a vector in the GameObjectManager. Management of the […]
Working being busy
Hello again, even though it’s a weekend I’m still busy, not only with school but with my life too. Tomorrow I will be working with partly the game programming project, and partly with Enchant. Ugh knowing that you have to work almost twice as much since I’m having to deal with two projects simultanously and it is pretty hard to deliver 100 % to both, it can put a dent on you. And knowing that the people you work with […]
Working being busy
Hello again, even though it’s a weekend I’m still busy, not only with school but with my life too. Tomorrow I will be working with partly the game programming project, and partly with Enchant. Ugh knowing that you have to work almost twice as much since I’m having to deal with two projects simultanously and it is pretty hard to deliver 100 % to both, it can put a dent on you. And knowing that the people you work with […]
Programming Project, day 2
Hello!
Today, we updated the GameObjectManager A LOT and remade the code for it to work. I need more knowledge about class inheritance to use different game objects effectively in it, but the early version works for the level tiles right now at least.
We also made an early version of the CollisionManager, I’m not really happy with the collision as it works now so it needs some editing. However, it works.
Next up, SoundManager!
Programming Project, day 2
Hello!
Today, we updated the GameObjectManager A LOT and remade the code for it to work. I need more knowledge about class inheritance to use different game objects effectively in it, but the early version works for the level tiles right now at least.
We also made an early version of the CollisionManager, I’m not really happy with the collision as it works now so it needs some editing. However, it works.
Next up, SoundManager!
And thus it begins. Day 2 programming assingment 2013-12-14
Yesterday we decided upon on doing a space shooter for our project, and we started with coding the engine part, draw manager and we also began to work on the sprite handler. I am using earlier projects as a guideline and even though many of the lines of code is exactly alike, all the code has been re-written by hand again.
And thus it begins. Day 2 programming assingment 2013-12-14
Yesterday we decided upon on doing a space shooter for our project, and we started with coding the engine part, draw manager and we also began to work on the sprite handler. I am using earlier projects as a guideline and even though many of the lines of code is exactly alike, all the code has been re-written by hand again.
Game programming I – assignment day 3
Decided on which sprite sheet to use and which particular sprite to be used as player model.
Started coding the game. Made a window that is moveable and closes when pressing the x.
Started working on sprite management in order to be able to print out sprites on the window.
Made classes Engine, Draw Manager and Sprite. Need to make a sprite manager.
Game programming I – assignment day 3
Decided on which sprite sheet to use and which particular sprite to be used as player model.
Started coding the game. Made a window that is moveable and closes when pressing the x.
Started working on sprite management in order to be able to print out sprites on the window.
Made classes Engine, Draw Manager and Sprite. Need to make a sprite manager.
Insomnia
Today we started earlier with the programming lesson because there were three lectures scheduled. The first one was about a guy and how he managed to make a boardgame and the challenges that comes within, next one was a lecture from SGA (swedish game awards) where they told us on how to attend it and how it is a good idea to attend it to see how things work in the industry, and the last one was about a group […]
Insomnia
Today we started earlier with the programming lesson because there were three lectures scheduled. The first one was about a guy and how he managed to make a boardgame and the challenges that comes within, next one was a lecture from SGA (swedish game awards) where they told us on how to attend it and how it is a good idea to attend it to see how things work in the industry, and the last one was about a group […]
Cleen up that shhhhh!!
This weeks assignment was Lineart.
We had to cleanup our character and define it with… lines… I struggled a lot with this one an chose to remove his cape and weapons so it would become easier. So my concern is that i didn’t succeed with this one… so.. i guess ill know that next week. Whatevvaaaaaa here is that picture, and i know that its boring to see this one again so ill just add another pic for u to enjoy […]
Cleen up that shhhhh!!
This weeks assignment was Lineart.
We had to cleanup our character and define it with… lines… I struggled a lot with this one an chose to remove his cape and weapons so it would become easier. So my concern is that i didn’t succeed with this one… so.. i guess ill know that next week. Whatevvaaaaaa here is that picture, and i know that its boring to see this one again so ill just add another pic for u to enjoy […]
Tales n’ Tactics, a work in progress.
Tales and Tactics is the game which Henrik “Barthuc” Forsman and I (Per “Gimmic” Johansson) are working on.
It started out as a small school project but now it’s so much more than that.
As soon there’s a playable alpha ready, we’ll try to get the game on steam and other gaming platforms!
It’s a PC game which incorporates turn-based combat and strategy mechanics with resource gathering, dungeon raiding and champion developing. All presented in a retro-looking style.
The games sountrack is done by […]
Tales n’ Tactics, a work in progress.
Tales and Tactics is the game which Henrik “Barthuc” Forsman and I (Per “Gimmic” Johansson) are working on.
It started out as a small school project but now it’s so much more than that.
As soon there’s a playable alpha ready, we’ll try to get the game on steam and other gaming platforms!
It’s a PC game which incorporates turn-based combat and strategy mechanics with resource gathering, dungeon raiding and champion developing. All presented in a retro-looking style.
The games sountrack is done by […]
Tales n’ Tactics map generation and (simplex) noise
I’ll start by saying that Tales n’ Tactics is a turn-based strategy game in a top-down perspective, which is under development by Henrik Forsman and myself.
In this post I’ll go through some of the challenges, methods and experiences I’ve accumulated while working on the map generation of Tales n’ Tactics.
When I started writing the first lines of codes, on what is (hopefully) going to be a full-fledged strategy game, I was faced with numerous challenges…How do I deal with fog […]
Tales n’ Tactics map generation and (simplex) noise
I’ll start by saying that Tales n’ Tactics is a turn-based strategy game in a top-down perspective, which is under development by Henrik Forsman and myself.
In this post I’ll go through some of the challenges, methods and experiences I’ve accumulated while working on the map generation of Tales n’ Tactics.
When I started writing the first lines of codes, on what is (hopefully) going to be a full-fledged strategy game, I was faced with numerous challenges…How do I deal with fog […]
Game programming I – assignment day 2
Decided on making a space shooter.
Trying to find sprite sheets to work with.
Will work on window and player avatar this weekend.
Game programming I – assignment day 2
Decided on making a space shooter.
Trying to find sprite sheets to work with.
Will work on window and player avatar this weekend.
Day 2
We made a first version of the project plan as posted below and we started programming some. Me on the basic classes needed to load a sprite and Stefan on an input class to handle input from keyboard and mouse.
It felt good to get some plans down on paper even though they are far from complete. We will probably keep the plans dynamic because we don’t know what we will be able to implement. Some things might be scratched and […]
Day 2
We made a first version of the project plan as posted below and we started programming some. Me on the basic classes needed to load a sprite and Stefan on an input class to handle input from keyboard and mouse.
It felt good to get some plans down on paper even though they are far from complete. We will probably keep the plans dynamic because we don’t know what we will be able to implement. Some things might be scratched and […]
Project Plan
Project Plan
Project members: Georgios Chatzoglakis & Stefan Somo.
Goal: Make an Arkanoid clone before the end of the course using C++ and SDL:
Georgios is in charge of putting the parts of the program together while Stefan is in charge of creating classes that can be implemented into the main program. The aim is to implement all the basic features first to get a working prototype as fast as possible and with time left add more content to the game.
Week 1: (starting […]
Project Plan
Project Plan
Project members: Georgios Chatzoglakis & Stefan Somo.
Goal: Make an Arkanoid clone before the end of the course using C++ and SDL:
Georgios is in charge of putting the parts of the program together while Stefan is in charge of creating classes that can be implemented into the main program. The aim is to implement all the basic features first to get a working prototype as fast as possible and with time left add more content to the game.
Week 1: (starting […]