Epic winning! Post #5
Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]
Epic winning! Post #5
Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]
Epic winning! Post #5
Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]
Epic winning! Post #5
Productive day!
Today we made the win condition, defeat condition and set up a life counter so it’s not game over instantly. The win condition was rather simple to implement as Fabian already made a counter for the bricks. So we simply set the global speed to zero and popped a “Victory” banner when the bricks reaches zero. As for the defeat condition it was a bit more complex than that, but it still went past somewhat fast. Instead of checking […]
Game over state, new graphics and multiple levels
Today me and Laban got a lot working.
We created a game over state which does nothing expect getting us back to the menu state.We have new graphics for the borders and the drops.
A level indicator was added on top of game area that shows you which level you are currently on.And when you finish a level, a small “award” kind of sound will play and change level.
Game over state, new graphics and multiple levels
Today me and Laban got a lot working.
We created a game over state which does nothing expect getting us back to the menu state.We have new graphics for the borders and the drops.
A level indicator was added on top of game area that shows you which level you are currently on.And when you finish a level, a small “award” kind of sound will play and change level.
KreakOut #7 – To rage, or not to rage. That is the gameplay.
So, I guess we can actually call it a game now (and it’s pretty fun actually). Right now you got three lives until you get defeated, unless you destroy all the blocks (or close the game).
Code-wise, not much to mention. We had some problems with showing just normal sprites (since everything has been objects so far), but it worked with the older version of the function.
Next on our to-do list:
Soundmanager
User Interface
A nicer way of respawning the ball (you can die […]
KreakOut #7 – To rage, or not to rage. That is the gameplay.
So, I guess we can actually call it a game now (and it’s pretty fun actually). Right now you got three lives until you get defeated, unless you destroy all the blocks (or close the game).
Code-wise, not much to mention. We had some problems with showing just normal sprites (since everything has been objects so far), but it worked with the older version of the function.
Next on our to-do list:
Soundmanager
User Interface
A nicer way of respawning the ball (you can die […]
Spelprogrammering – Assignment – 10, 11, 12 & 13
Finally getting a hang of it. Spent the entire weekend working on Sprites, Collision (there’s two separate colliders now, one hard-coded for the paddle and the ball and one that functions between the ball and the bricks) and figuring out a way to remove bricks when collided with, which actually works now.
Day 10: The Collision is put in place. There’s two separate ones, one of them, the hard-coded one (yes, it’s not the best way of doing it, but the […]
Spelprogrammering – Assignment – 10, 11, 12 & 13
Finally getting a hang of it. Spent the entire weekend working on Sprites, Collision (there’s two separate colliders now, one hard-coded for the paddle and the ball and one that functions between the ball and the bricks) and figuring out a way to remove bricks when collided with, which actually works now.
Day 10: The Collision is put in place. There’s two separate ones, one of them, the hard-coded one (yes, it’s not the best way of doing it, but the […]
Programming assignment 2014-01-13
Today I fixed the issue with animation, there was a line of code that drew a sprite on top of my animation; So the animation worked all along! :D…At least I think so.
Moving on I started to work on the issues where we couldn’t stop and pause the music, the music handler we have right now can only handle one music clip playing so I decided to get the functions to work with the first music clip. When the user […]
Programming assignment 2014-01-13
Today I fixed the issue with animation, there was a line of code that drew a sprite on top of my animation; So the animation worked all along! :D…At least I think so.
Moving on I started to work on the issues where we couldn’t stop and pause the music, the music handler we have right now can only handle one music clip playing so I decided to get the functions to work with the first music clip. When the user […]
Game Programming I – Assignment day 19
Today I corrected the collision manager.
I removed the vector colliderID because it was unnecessary and unreliable.
I have made a foe class to keep track on enemy objects by giving them their own extension values rather than 0.0 which they would have as entities.
I started working on a checkcollision method for the collsion manager.
It now goes through the collider vector and checks if any overlap.
I need to know which colliders overlap however so I might have to redo it as I […]
Game Programming I – Assignment day 19
Today I corrected the collision manager.
I removed the vector colliderID because it was unnecessary and unreliable.
I have made a foe class to keep track on enemy objects by giving them their own extension values rather than 0.0 which they would have as entities.
I started working on a checkcollision method for the collsion manager.
It now goes through the collider vector and checks if any overlap.
I need to know which colliders overlap however so I might have to redo it as I […]
2014-01-13
Today me and Viktor have been working on our game. We have created the Player2-object and started on our enemy obejcts (they are braindead at the moment). We are planning to create a first sprite-sheet with our current sprites this afternoon and maybe put them into the game.
Tomorrow we will make the enemies spawn and chase the player, and do some clean-up in our code.
-Update-
As planned we have completed the first sprite sheet and put our sprites and animations into […]
2014-01-13
Today me and Viktor have been working on our game. We have created the Player2-object and started on our enemy obejcts (they are braindead at the moment). We are planning to create a first sprite-sheet with our current sprites this afternoon and maybe put them into the game.
Tomorrow we will make the enemies spawn and chase the player, and do some clean-up in our code.
-Update-
As planned we have completed the first sprite sheet and put our sprites and animations into […]
Sound
We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.
Sound
We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.
Sound
We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.
Sound
We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.
Programming Project Part 5
Today there we’re some massive rehauling of the project, the state-problem was solved with the states being virtual machine-states that don’t have a physical class attached to them.
There was also the creating of the actual GameState, and subsequently me moving all the code into its proper place with functioning transitions between the states and classes.
I expect to have a functioning game either later today or tomorrow.
Edit: I now have a crosshair following the mouse and an “explosion” occuring when you […]
Programming Project Part 5
Today there we’re some massive rehauling of the project, the state-problem was solved with the states being virtual machine-states that don’t have a physical class attached to them.
There was also the creating of the actual GameState, and subsequently me moving all the code into its proper place with functioning transitions between the states and classes.
I expect to have a functioning game either later today or tomorrow.
Edit: I now have a crosshair following the mouse and an “explosion” occuring when you […]
Day 17,
Today I fixed a huge bug I managed to miss last night. The bug caused all kinds of strange collision behavoirs when more balls were added to the game. With one ball everything worked fine. With two balls everything moved sligtly faster. The player pad started vibrating when touching the wall and the balls increased in speed in a strange way. With three balls in play everything went haywire. Bolls bouncing all over the screen they even bounced outside the […]
Day 17,
Today I fixed a huge bug I managed to miss last night. The bug caused all kinds of strange collision behavoirs when more balls were added to the game. With one ball everything worked fine. With two balls everything moved sligtly faster. The player pad started vibrating when touching the wall and the balls increased in speed in a strange way. With three balls in play everything went haywire. Bolls bouncing all over the screen they even bounced outside the […]