Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

Player movement with Animations

During this week I have implemented multiple things, this post will contain information of the a 8-directional movement system.
Some syntax information:
A vector is a container for two variables of a set type, in this case it holds two float values since its declared like this. sf::Vector2f playerAcceleration. sf is the namespace name which contains the possibility to declare a vector.
A Enum is a identifier which has a certain integral value( a whole number without decimals). The Enum itself has certain […]

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Program: Programming

The 4th Week of Game Development! Magic Seeds!

Hello!
This is the first official blog post in Holms Corner, and the first post about my work in our current game development project. However, this is actually the 4th week in development.
It might seem a bit odd to start blogging about something that’s already quite a bit into development, but it doesn’t really matter, since the first three weeks were filled with mostly design discussions, concepting and scheduling. Nothing really worth talking about. However, now that the deadlines are closing […]

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Program: Graphics

The 4th Week of Game Development! Magic Seeds!

Hello!
This is the first official blog post in Holms Corner, and the first post about my work in our current game development project. However, this is actually the 4th week in development.
It might seem a bit odd to start blogging about something that’s already quite a bit into development, but it doesn’t really matter, since the first three weeks were filled with mostly design discussions, concepting and scheduling. Nothing really worth talking about. However, now that the deadlines are closing […]

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Program: Graphics

Fancy Collision

My group and I are setting out to make a game called Fancy Mansion. A game in which you sneak around in an old mansion owned by (the almost as old) Otto von Fancy. Suddenly Otto wakes up knowing that you are in the house but not where. I have chosen … – Läs hela inlägget här

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Program: Programming

Fancy Collision

My group and I are setting out to make a game called Fancy Mansion. A game in which you sneak around in an old mansion owned by (the almost as old) Otto von Fancy. Suddenly Otto wakes up knowing that you are in the house but not where. I have chosen … – Läs hela inlägget här

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Program: Programming

Fancy Mansion: a change of setting

In Introduction to Game Development, students are to select a game concept created by another group in the previous course, and turn it into a fully playable game. Our group selected Fancy Mansion, a concept developed by classmates for a stealth game aimed at a younger audience.

The player will act as a thief, who’s stuck at the top floor of a fancy mansion. To be more specific; Otto von Fancy’s mansion. Due the the thief’s great debt to a notorious […]

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Program: Programming

Fancy Mansion: a change of setting

In Introduction to Game Development, students are to select a game concept created by another group in the previous course, and turn it into a fully playable game. Our group selected Fancy Mansion, a concept developed by classmates for a stealth game aimed at a younger audience.

The player will act as a thief, who’s stuck at the top floor of a fancy mansion. To be more specific; Otto von Fancy’s mansion. Due the the thief’s great debt to a notorious […]

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Program: Programming

First reflection of my work

The first month of working on our project is running to an end. It seems very clear to me that we are getting closer and closer to a finished product by the day. Never would I have imagined getting this far in just a month, but thanks to everyone’s hard work we are not far off from our goal of a finished prototype.
While the programmers are working on getting the AI to work properly, us artists are dealing with animations, […]

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Program: Graphics

First reflection of my work

The first month of working on our project is running to an end. It seems very clear to me that we are getting closer and closer to a finished product by the day. Never would I have imagined getting this far in just a month, but thanks to everyone’s hard work we are not far off from our goal of a finished prototype.
While the programmers are working on getting the AI to work properly, us artists are dealing with animations, […]

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Program: Graphics

Day of the Piñata Week 4

A new year, a ned course, a new project.

Game development is our new course and we are developing a game, from concept to finished product over a ten weeks time. We are in our fourth week in developing “the Day of the Piñata”. The concept for the game is to play a Piñata who got possessed by a vengeful spirit on the day of the dead in mexico. The Piñata want revenge for all of the poor piñatas who get […]

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Program: Graphics

Day of the Piñata Week 4

A new year, a ned course, a new project.

Game development is our new course and we are developing a game, from concept to finished product over a ten weeks time. We are in our fourth week in developing “the Day of the Piñata”. The concept for the game is to play a Piñata who got possessed by a vengeful spirit on the day of the dead in mexico. The Piñata want revenge for all of the poor piñatas who get […]

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Program: Graphics

Game development & design document

For the past three weeks, we have been working on a game as a part of our course in Game Development. The concept of the game was chosen from other groups ideas from the previous course.
My group chose the concept for Day of the Piñata – a side-scrolling action game where the player takes control of a possessed piñata during the Day of the Dead festival, and must collect candy and smash decoration to win.
 

 

With a deadline of tomorrow midday, […]

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Program: Graphics

Game development & design document

For the past three weeks, we have been working on a game as a part of our course in Game Development. The concept of the game was chosen from other groups ideas from the previous course.
My group chose the concept for Day of the Piñata – a side-scrolling action game where the player takes control of a possessed piñata during the Day of the Dead festival, and must collect candy and smash decoration to win.
 

 

With a deadline of tomorrow midday, […]

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Program: Graphics

Mole Munch – Dev log 1

Vi är en grupp på 6 personer som tillsammans utvecklar ”Mole munch”. ”Mole munch” är ett projekt i kursen Spelutveckling i samband med Spelprogrammering 2. Jag går i rolen av ”Lead Code” och lägger därför mycket av mitt fokus på att programmera. Vad jag har valt att fokusera på denna veckan är vad som kallas en entitetslista. Detta är en lista skapad för att samla alla objekt i spelet. Varför man vill samla alla objekt i en lista är för att det underlättar […]

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Program: Programming

Mole Munch – Dev log 1

Vi är en grupp på 6 personer som tillsammans utvecklar ”Mole munch”. ”Mole munch” är ett projekt i kursen Spelutveckling i samband med Spelprogrammering 2. Jag går i rolen av ”Lead Code” och lägger därför mycket av mitt fokus på att programmera. Vad jag har valt att fokusera på denna veckan är vad som kallas en entitetslista. Detta är en lista skapad för att samla alla objekt i spelet. Varför man vill samla alla objekt i en lista är för att det underlättar […]

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Program: Programming

Game Development! post 1


Map in-game

Hi!
This is the fist week when we are suppoed to write a blogpost on our game development course. This is the week when we showed our pre-alpha.
I’m going to talk about things that I have programmed during the week, specifically one feature each week. This week I will be focusing on the map creation.
What I mean by this is the technical aspect of map creation and loading it from an outside file.
First of all, the reason I even load the […]

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Program: Programming

Game Development! post 1


Map in-game

Hi!
This is the fist week when we are suppoed to write a blogpost on our game development course. This is the week when we showed our pre-alpha.
I’m going to talk about things that I have programmed during the week, specifically one feature each week. This week I will be focusing on the map creation.
What I mean by this is the technical aspect of map creation and loading it from an outside file.
First of all, the reason I even load the […]

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Program: Programming

Artifact post #1

Creating an animation for “Enemy 1”
The artifact I’ve been working on during this past week has been the animation for “Enemy 1”.
The animation I’ve made is going to be used for our the first enemy out of two in our game project.It will represent our enemy moving around the level and towards the player.

Enemy 1 version 1

The animation takes it’s inspiration from snakes, moving their tail back and forth, as well as an eel […]

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Program: Graphics

Artifact post #1

Creating an animation for “Enemy 1”
The artifact I’ve been working on during this past week has been the animation for “Enemy 1”.
The animation I’ve made is going to be used for our the first enemy out of two in our game project.It will represent our enemy moving around the level and towards the player.

Enemy 1 version 1

The animation takes it’s inspiration from snakes, moving their tail back and forth, as well as an eel […]

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Program: Graphics

Ambient Pressure Screens Background

I spent a 40 minutes an evening looking up ways to create an underwater picture, before settling on a simple method only utilizing six PhotoShop tools.
A blue and black gradient is the biggest part of the background.
I then used white and black to render clouds – after that, I used the filter gallery to turn a plastic wrap filter (settings being Highlight Stregth 12, Detail 9, Smoothness 7) on, followed by adding linear dodge to make it blend in with the background. Free Transform […]

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Program: Graphics

Ambient Pressure Screens Background

I spent a 40 minutes an evening looking up ways to create an underwater picture, before settling on a simple method only utilizing six PhotoShop tools.
A blue and black gradient is the biggest part of the background.
I then used white and black to render clouds – after that, I used the filter gallery to turn a plastic wrap filter (settings being Highlight Stregth 12, Detail 9, Smoothness 7) on, followed by adding linear dodge to make it blend in with the background. Free Transform […]

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Program: Graphics

Game dev week#3; Magical prototypes and design documents (Team 13)

Hi!
I am doing a new course; introduction to game development. The idea is to band together with the five other people one worked with during the Introduction to game design course, pick a game concept created by another group during that course, and then create the game over ten weeks.
I have been chosen as game designer for my group, so I have been doing a lot of design documentation ever since the start of the project, three weeks ago. We […]

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Program: Graphics

Game dev week#3; Magical prototypes and design documents (Team 13)

Hi!
I am doing a new course; introduction to game development. The idea is to band together with the five other people one worked with during the Introduction to game design course, pick a game concept created by another group during that course, and then create the game over ten weeks.
I have been chosen as game designer for my group, so I have been doing a lot of design documentation ever since the start of the project, three weeks ago. We […]

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Program: Graphics