Browsing '2013': Students starting in 2013
Day 11, What a mess!
The day started out well. I got some brilliant ideas about the code layout to get everything in order with the GameObjectManager so it could handle all kinds of GameObjects even from derived classes.My plan was to put all my created GameObjects, PlayerObject, BallObject, BrickObject in my vector.I think I coded for 8 hours non stop, changing bascilly all code to a more dynamic way.I must have been delusional because i went way ahead of my skill level and […]
Day 11, What a mess!
The day started out well. I got some brilliant ideas about the code layout to get everything in order with the GameObjectManager so it could handle all kinds of GameObjects even from derived classes.My plan was to put all my created GameObjects, PlayerObject, BallObject, BrickObject in my vector.I think I coded for 8 hours non stop, changing bascilly all code to a more dynamic way.I must have been delusional because i went way ahead of my skill level and […]
Almost forgot to post today
Nothing much today. Still trying to have the animated sprites drawn out. I went through the palttformer again and found that i had missed adding the Loadimage method in Spreiteman.cpp, however this was not the correct thing to do. I went through the code using breakpoints today with limited success until towards the end when i found out that that the method EnemyObject::AddAnimation wasn’t receiving the correct sprite and also that i must have missed something since the code seemed to […]
Almost forgot to post today
Nothing much today. Still trying to have the animated sprites drawn out. I went through the palttformer again and found that i had missed adding the Loadimage method in Spreiteman.cpp, however this was not the correct thing to do. I went through the code using breakpoints today with limited success until towards the end when i found out that that the method EnemyObject::AddAnimation wasn’t receiving the correct sprite and also that i must have missed something since the code seemed to […]
Frogger Dev. Post 14
Some work was done today. For starters, I did make some progress on the whole Score sriting thing. I did make a Text class which is a child clas of the Sprite class that I thought might be helpful, however, the Text class isn’t too different from the Sprite Class so I might drop this. Other than that, I started checking what I need to properly draw the text on screen. See, the problem now isn’t that I can’t launch […]
Frogger Dev. Post 14
Some work was done today. For starters, I did make some progress on the whole Score sriting thing. I did make a Text class which is a child clas of the Sprite class that I thought might be helpful, however, the Text class isn’t too different from the Sprite Class so I might drop this. Other than that, I started checking what I need to properly draw the text on screen. See, the problem now isn’t that I can’t launch […]
Text class
Today I have made the text class which will be used to present text in our game.
The class supports different fontFamilys, fontSizes and colors and can be placed anywhere on the screen.
Here is a picture of 2 text objects I use here.
Tomorrow I will start working on player score and lifes and also when you destroy a brick which is above level 1(the blue ones) that block should change its level and sprite to the level […]
Text class
Today I have made the text class which will be used to present text in our game.
The class supports different fontFamilys, fontSizes and colors and can be placed anywhere on the screen.
Here is a picture of 2 text objects I use here.
Tomorrow I will start working on player score and lifes and also when you destroy a brick which is above level 1(the blue ones) that block should change its level and sprite to the level […]
Stuck in every way
Yesturday we did nothing worth mentioning since Martin was packing for returning to Gotland and my brother had his birthday.
We did pretty much the same thing as we did Thursday today. Martin is working on drawing text and i’m trying to add animations to objects. While i had limited success today using the code from the platformer i still didn’t manage to draw out the sprite, at least i didn’t accidentally make the collier draw out bigger or whatever i […]
Stuck in every way
Yesturday we did nothing worth mentioning since Martin was packing for returning to Gotland and my brother had his birthday.
We did pretty much the same thing as we did Thursday today. Martin is working on drawing text and i’m trying to add animations to objects. While i had limited success today using the code from the platformer i still didn’t manage to draw out the sprite, at least i didn’t accidentally make the collier draw out bigger or whatever i […]
Game Programming I – day 12
Added a function to read the player start position from a txt-file.
I will attempt to move this to a separate class, right now it is written into the engine´s initialize.
Hopefully we will soon be able to load level objects and enemies onto the screen from a separate file as well.
We are also supposed to make a function that saves data from a game session to be used again later, in other words a function that writes to files.
Maybe we can […]
Game Programming I – day 12
Added a function to read the player start position from a txt-file.
I will attempt to move this to a separate class, right now it is written into the engine´s initialize.
Hopefully we will soon be able to load level objects and enemies onto the screen from a separate file as well.
We are also supposed to make a function that saves data from a game session to be used again later, in other words a function that writes to files.
Maybe we can […]
The fundamental design of Frogger
I haven’t really gotten around to anything yet. My mind is really all over the place. What I’ve narrowed down is Movement and some kind of collision. considering I want pixel perfekt collision isn’t not really necessarry in our game considering the game needs to be a bit easy on the “preciseness” but anywho I’ve looked into it at least. Other than that I’ve been reading alot on pathing and input for a while now. I will be starting […]
The fundamental design of Frogger
I haven’t really gotten around to anything yet. My mind is really all over the place. What I’ve narrowed down is Movement and some kind of collision. considering I want pixel perfekt collision isn’t not really necessarry in our game considering the game needs to be a bit easy on the “preciseness” but anywho I’ve looked into it at least. Other than that I’ve been reading alot on pathing and input for a while now. I will be starting […]
Help?! 2014-01-04
So I haven’t made much progress the past couple of days because everytime I try to do something I get errors and when the errors are fixed, new ones pop up instead. Been trying to get the game to read spwan points from a file but that didn’t work, have also tried to make a player controller enemy..that didn’t work and I’ve been looking for ways to spawn random objects on the screen like in asteroids but I can’t find […]
Help?! 2014-01-04
So I haven’t made much progress the past couple of days because everytime I try to do something I get errors and when the errors are fixed, new ones pop up instead. Been trying to get the game to read spwan points from a file but that didn’t work, have also tried to make a player controller enemy..that didn’t work and I’ve been looking for ways to spawn random objects on the screen like in asteroids but I can’t find […]
Day 10, Something looking like Arkanoid
I have been working since 06:00 in the morning both with programming and graphical things.I developed the CollisonManager some more so it can handle both ball and player collision.It still have some bugs like the ball getting stuck or bouncing in some strange ways. and it rarely push through the game border and gets away. I’m thinking of changing how the collision is handled for the border.I added a BrickObject class to keep track of the bricks. For example like […]
Day 10, Something looking like Arkanoid
I have been working since 06:00 in the morning both with programming and graphical things.I developed the CollisonManager some more so it can handle both ball and player collision.It still have some bugs like the ball getting stuck or bouncing in some strange ways. and it rarely push through the game border and gets away. I’m thinking of changing how the collision is handled for the border.I added a BrickObject class to keep track of the bricks. For example like […]
Frogger Dev. Post 13
Not too much progress today on my part. It is a little bit funny that displaying a simple text is more complicated than displaying and maintaining several images. In my quest to make the HUD for the game I realized that I had to learn how a new library work. As far as I was able to gather I have to change the sprite every time I want to make the number change. To do this I made a function […]
Frogger Dev. Post 13
Not too much progress today on my part. It is a little bit funny that displaying a simple text is more complicated than displaying and maintaining several images. In my quest to make the HUD for the game I realized that I had to learn how a new library work. As far as I was able to gather I have to change the sprite every time I want to make the number change. To do this I made a function […]
Sound…. Sound…
Instead of Yesterdays blogpost where I said menu would be the next step, I found myself working on the SoundManager.
I managed to get it running but its not yet implemented into the States.
Short post today ^^
Sound…. Sound…
Instead of Yesterdays blogpost where I said menu would be the next step, I found myself working on the SoundManager.
I managed to get it running but its not yet implemented into the States.
Short post today ^^
Plenty of work but little progress.
We worked the entire day on separate tasks but in a skype call.
Martin worked on writing out text on the screen while i worked with adding animations to some of the cars. In the end we both ended up having very limited success, I failed to adjust the code from the platformer to our code completely and somehow ended up with invisible cars with larger collides so i eventually decided to save the project and transfer the work over to […]
Plenty of work but little progress.
We worked the entire day on separate tasks but in a skype call.
Martin worked on writing out text on the screen while i worked with adding animations to some of the cars. In the end we both ended up having very limited success, I failed to adjust the code from the platformer to our code completely and somehow ended up with invisible cars with larger collides so i eventually decided to save the project and transfer the work over to […]