Browsing '2013': Students starting in 2013
Programming Assignment Arkanoid
I finished most of the art we needed for the game today. I created icons for the powerups (with animation), fixed the border so that it looks good and some other things. We scrapped the idea of using boost filesystem, cause neither of us knows how it works and how to build things separately. We can still let players use custom themes but now it wont be as cool as we had in mind. I played around a bit with […]
Programming Assignment Arkanoid
I finished most of the art we needed for the game today. I created icons for the powerups (with animation), fixed the border so that it looks good and some other things. We scrapped the idea of using boost filesystem, cause neither of us knows how it works and how to build things separately. We can still let players use custom themes but now it wont be as cool as we had in mind. I played around a bit with […]
Frogger Dev. Post 20
We made quite a bit of progress today even if the most we did was checking our codes for glitches and cleaning it up. Herman’s pretty much got the whole animation thing done and the data in question is taken from text files outside of the program. He basically kept working on it and fixed whatever errors there where.
Meanwhile, I was working on the pausestate which had me rebuild some parts of the gamestate and the soundmanager so that you […]
Frogger Dev. Post 20
We made quite a bit of progress today even if the most we did was checking our codes for glitches and cleaning it up. Herman’s pretty much got the whole animation thing done and the data in question is taken from text files outside of the program. He basically kept working on it and fixed whatever errors there where.
Meanwhile, I was working on the pausestate which had me rebuild some parts of the gamestate and the soundmanager so that you […]
Select name state
Today I created a state called Intro where youcan create a name(for Highscore).
You simply press those letters you want and then you can start the menu screen.
This is a pre beginning to highscore which will save the name, score and possible time into a file.
Select name state
Today I created a state called Intro where youcan create a name(for Highscore).
You simply press those letters you want and then you can start the menu screen.
This is a pre beginning to highscore which will save the name, score and possible time into a file.
Progress
Today i got back to working on my final assignment for the 2D-course after taking a few days off for personal reasons. It is starting to come together now and I will probably wait until I get some advice in the feedback sessions later this week before doing the final touch up.
This is the first time that I am working on a city scene and it turned out, as expected, that it is tedious work and the understanding of the […]
Progress
Today i got back to working on my final assignment for the 2D-course after taking a few days off for personal reasons. It is starting to come together now and I will probably wait until I get some advice in the feedback sessions later this week before doing the final touch up.
This is the first time that I am working on a city scene and it turned out, as expected, that it is tedious work and the understanding of the […]
Frogger…. One Step Closer….
Getting closer everyday to recreating Frogger. Today i struggled with an InputManager, until i got it explained how it should be used. Then it turned out very useful, but the time i spend staring into the code… Makes me feel a little bit stupid afterwards.
Besides getting the Input to work properly, there was also changes to the music, as it now supports a playlist, and with a Next Song functions. Also added a ConfigurationFile, that handles at this moment […]
Frogger…. One Step Closer….
Getting closer everyday to recreating Frogger. Today i struggled with an InputManager, until i got it explained how it should be used. Then it turned out very useful, but the time i spend staring into the code… Makes me feel a little bit stupid afterwards.
Besides getting the Input to work properly, there was also changes to the music, as it now supports a playlist, and with a Next Song functions. Also added a ConfigurationFile, that handles at this moment […]
Programming Project, day 24
Finally added music playlists to the AudioManager, so the manager is complete now. With the playlist handling, it is possible to create almost any amount of playlists with almost any number of songs in each one. I also improved the AudioManager in it’s entirety. It now holds all sounds and musics in two std::map’s along with a string (name). To play a sound/change music playlist, just a function call with a string argument to the audiomanager is needed.
Although, doing this I […]
Programming Project, day 24
Finally added music playlists to the AudioManager, so the manager is complete now. With the playlist handling, it is possible to create almost any amount of playlists with almost any number of songs in each one. I also improved the AudioManager in it’s entirety. It now holds all sounds and musics in two std::map’s along with a string (name). To play a sound/change music playlist, just a function call with a string argument to the audiomanager is needed.
Although, doing this I […]
Day 18, Particle effect!
I finally added a particle effect. I made a new class called ParticleObject and added some functions and a vector to the GameObjectManager to handle the Particles. one particle is a 2 x2 sprite and they are drawn out and move in different directions after the ball. They start as soon as the ball is fired away and follow the ball until it hit the first brick and then they get deleted after about 3 seconds. I struggled most of […]
Day 18, Particle effect!
I finally added a particle effect. I made a new class called ParticleObject and added some functions and a vector to the GameObjectManager to handle the Particles. one particle is a 2 x2 sprite and they are drawn out and move in different directions after the ball. They start as soon as the ball is fired away and follow the ball until it hit the first brick and then they get deleted after about 3 seconds. I struggled most of […]
BAH!
First of all i got nothing done during the weekend.
Secondly, i ran into some issue with the animation for the turtle object. My idea was to give the object two AnimatedSprites and switch between them as the turtle went under water. For some reason the code straight out didn’t work. so i ended up trying to find the issue all day. I could have thought of another way to make the animations but i felt like i had most of […]
BAH!
First of all i got nothing done during the weekend.
Secondly, i ran into some issue with the animation for the turtle object. My idea was to give the object two AnimatedSprites and switch between them as the turtle went under water. For some reason the code straight out didn’t work. so i ended up trying to find the issue all day. I could have thought of another way to make the animations but i felt like i had most of […]
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 […]