Browsing '2013': Students starting in 2013
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 […]
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 […]