Game Programming I – Assingment day 18
Bullets now have a life of 100 frames.
After that they get removed from the bullet vector.
Also added a limit on how many bullet objects can exist at the same time.
Also made a second vector for the Collision Manager that stores the id of the collider.
Needed to add a string option for Entity class which is the name of the object.
Game Programming I – Assingment day 18
Bullets now have a life of 100 frames.
After that they get removed from the bullet vector.
Also added a limit on how many bullet objects can exist at the same time.
Also made a second vector for the Collision Manager that stores the id of the collider.
Needed to add a string option for Entity class which is the name of the object.
Programming assignment 2014-01-12
Quick update, been adding a way to get animations into the game. I used most of the animation methods that we used in the platform game. But then I got the problem where the old system was built on using a sprite sheet, so then I had to create a sprite sheet instead of tumbling in the dark for a solution for multiple-file-animation.
But not everything went smooth; I have a ”error”, well not a real error but I want the […]
Programming assignment 2014-01-12
Quick update, been adding a way to get animations into the game. I used most of the animation methods that we used in the platform game. But then I got the problem where the old system was built on using a sprite sheet, so then I had to create a sprite sheet instead of tumbling in the dark for a solution for multiple-file-animation.
But not everything went smooth; I have a ”error”, well not a real error but I want the […]
KreakOut #6 – Bricks shall be animated
Do I need to mention more? We actually had support for animated sprites from the very beginning, but none of us got it to work. Apparently, I forgot a certain small detail in the GameObjects that made them change the animation-frame.
if (m_current_animation != nullptr)
{
m_current_animation->Update(deltatime);
}
Other than that, we spent even more time on that StateManager, felt sorry about ourselves and some graphics (because we obviously know how that works). And we also worked on getting some win-conditions, because that’s apparently needed.
Next […]
KreakOut #6 – Bricks shall be animated
Do I need to mention more? We actually had support for animated sprites from the very beginning, but none of us got it to work. Apparently, I forgot a certain small detail in the GameObjects that made them change the animation-frame.
if (m_current_animation != nullptr)
{
m_current_animation->Update(deltatime);
}
Other than that, we spent even more time on that StateManager, felt sorry about ourselves and some graphics (because we obviously know how that works). And we also worked on getting some win-conditions, because that’s apparently needed.
Next […]
Man(ager) over board! Post #4
Sunday afternoon, and I haven’t blogged since thursday I think. That’s rather bad.
I’ve spent the weekend working on our statemanager, or rather our so called LoadingState, which is pretty much just a splash screen to show a picture before heading into a menu and then the game. Making that happen, the whole showing a picture->switch to the menu is simple, although we don’t actuallly have a menu right now. So it just heads into the game which is fine.
The more […]
Man(ager) over board! Post #4
Sunday afternoon, and I haven’t blogged since thursday I think. That’s rather bad.
I’ve spent the weekend working on our statemanager, or rather our so called LoadingState, which is pretty much just a splash screen to show a picture before heading into a menu and then the game. Making that happen, the whole showing a picture->switch to the menu is simple, although we don’t actuallly have a menu right now. So it just heads into the game which is fine.
The more […]
Programming Project, day 23 – Particle Effects!
I didn’t use math vectors, but the same principle. These are my direction and “movement” formulas. The direction variables are set between -1.0 and 1.0 and are then used when calculating “movement” of each particle. I didn’t use math vectors, but the same principle. These are my direction and “movement” formulas. The direction variables are set between -1.0 and 1.0 and are then used when calculating “movement” of each particle.
m_fDirX = (rand()%200-100)/100.0f;
m_fDirY = (rand()%200-100)/100.0f;
m_fX += m_fDirX*m_fSpeed*p_fDeltaTime;
m_fY += m_fDirY*m_fSpeed*p_fDeltaTime;
There are other variables to the particles, this is most of them: a resize timer; an angle and an alpha;
This is the result! I’m very happy with it.
Programming Project, day 23 – Particle Effects!
m_fDirX = (rand()%200-100)/100.0f;
m_fDirY = (rand()%200-100)/100.0f;
m_fX += m_fDirX*m_fSpeed*p_fDeltaTime;
m_fY += m_fDirY*m_fSpeed*p_fDeltaTime;
There are other variables to the particles, this is most of them: a resize timer; an angle and an alpha;
This is the result! I’m very happy with it.
Programming Project, day 22 – part 3
I created particle effects but it still needs some work.
I need to make math vectors to do the math for this. I’m not that good with it right now so I guess that’ll take some time for me. On the flip side, I’ll learn a lot too.
I need the math vectors for calculating a random direction of the particles to travel in, a normalized vector. Right now I have a set direction because I waiting until the math vectors are […]
Programming Project, day 22 – part 3
I created particle effects but it still needs some work.
I need to make math vectors to do the math for this. I’m not that good with it right now so I guess that’ll take some time for me. On the flip side, I’ll learn a lot too.
I need the math vectors for calculating a random direction of the particles to travel in, a normalized vector. Right now I have a set direction because I waiting until the math vectors are […]
Frogger Dev. Post 19
I haven’t actually posted anything in quite a while so I better get back in business before I make a habit out of forgetting to post. Truth is that I haven’t done that much work these last three days, so instead of posting three small posts I decided to combine them into one big post.
Overall, what I’ve done is that I’ve made is that I’ve made a more flexible menu system. Basically I have a state which has several “substates” […]
Frogger Dev. Post 19
I haven’t actually posted anything in quite a while so I better get back in business before I make a habit out of forgetting to post. Truth is that I haven’t done that much work these last three days, so instead of posting three small posts I decided to combine them into one big post.
Overall, what I’ve done is that I’ve made is that I’ve made a more flexible menu system. Basically I have a state which has several “substates” […]
If it’s worth doing, it’s worth overdoing.
Hello again.I know it has been quite for some time now, but in the middle of studies, studies, canceled ferries, more studies, Christmas, working with studies during the Christmas break and even more studies, I haven’t had much chance to write here.
Anyway, lets write a blog post about programming and one of the assignments we have in that course.
Assignment 2 – Develop a game
One assignment was to develop a simple video game and write a report about it. I choose […]
If it’s worth doing, it’s worth overdoing.
Hello again.I know it has been quite for some time now, but in the middle of studies, studies, canceled ferries, more studies, Christmas, working with studies during the Christmas break and even more studies, I haven’t had much chance to write here.
Anyway, lets write a blog post about programming and one of the assignments we have in that course.
Assignment 2 – Develop a game
One assignment was to develop a simple video game and write a report about it. I choose […]
Productive Saturday
Today I redid a lot of things on the character drawing that we were assigned to make into a solid piece. Watching tutorials during meals sure has paid off. I’ve used several different techniques to improve my character. For example, I tried flipping my drawing horizontally to spot weaknesses in construction. It helped me a great deal! I have also watched a tutorial on how fabric tends to wrinkle. My attempt is surely far from perfect, but it’s my first […]
Productive Saturday
Today I redid a lot of things on the character drawing that we were assigned to make into a solid piece. Watching tutorials during meals sure has paid off. I’ve used several different techniques to improve my character. For example, I tried flipping my drawing horizontally to spot weaknesses in construction. It helped me a great deal! I have also watched a tutorial on how fabric tends to wrinkle. My attempt is surely far from perfect, but it’s my first […]
Sketches & Art: japaneese background WIP
Todays work, I’m currently very content with it.but there is atm very little detail.
Feedback appreciated
Sketches & Art: japaneese background WIP
Todays work, I’m currently very content with it.but there is atm very little detail.
Feedback appreciated
Audio sliders
Today I made audio slider for our options state.There is one sound slider, one music slider and one master audio slider.
The master audio slider goes from 0.0 to 1.0
The sound and music slider goes from 0 – 128
So for example, when I have the music slider on 64 and the master slider on 0.5, my music will play at volume 64 * 0.5 = 32!
Audio sliders
Today I made audio slider for our options state.There is one sound slider, one music slider and one master audio slider.
The master audio slider goes from 0.0 to 1.0
The sound and music slider goes from 0 – 128
So for example, when I have the music slider on 64 and the master slider on 0.5, my music will play at volume 64 * 0.5 = 32!
Day 16, Animation in place!
Thanks to Stefan we got our Animation class. The class files was in our shared Dropbox when i woke up and ready to be implemented. I had to change in some other files to get it to work.I then added a ItemObject class that are the powerups you get. For now there is only one powerup and it gives you an extra ball. Original arkanoid gives you 2 new balls I think but I think we settle for 1 new […]
Day 16, Animation in place!
Thanks to Stefan we got our Animation class. The class files was in our shared Dropbox when i woke up and ready to be implemented. I had to change in some other files to get it to work.I then added a ItemObject class that are the powerups you get. For now there is only one powerup and it gives you an extra ball. Original arkanoid gives you 2 new balls I think but I think we settle for 1 new […]