Browsing '5SD022': Game Programming I
Programming Project
Today I have been working on sound effects.
I have fixed the sound effects for:
* Enemy kill (Sound when you kill a enemy)
* New round (Sound when new round start)
* Buy tower (Sound when you bye a tower)
* Player takes damage (Sound when you lose health)
Will continue to work on balancing the game, including player health, tower damge, tower range, tower price, tower speed and so on ….
Since all settings are loaded from text files it’s very easy to change these […]
Programming Project
Today I have been working on sound effects.
I have fixed the sound effects for:
* Enemy kill (Sound when you kill a enemy)
* New round (Sound when new round start)
* Buy tower (Sound when you bye a tower)
* Player takes damage (Sound when you lose health)
Will continue to work on balancing the game, including player health, tower damge, tower range, tower price, tower speed and so on ….
Since all settings are loaded from text files it’s very easy to change these […]
Programming Assignment, Blog Post 3
I’m having problems with the animations. I can’t seem to change the first added animation to another animation.
Some of my fellow students tried to help me but they didn’t know what was wrong either, so tomorrow I will ask Tommi or Jerry for help.
I feel like I’m very much behind in the game creating-process and I will have to be glued to my computer all weekend to finish it in time.
Many hours will be wasted trying to place code in […]
Programming Assignment, Blog Post 3
I’m having problems with the animations. I can’t seem to change the first added animation to another animation.
Some of my fellow students tried to help me but they didn’t know what was wrong either, so tomorrow I will ask Tommi or Jerry for help.
I feel like I’m very much behind in the game creating-process and I will have to be glued to my computer all weekend to finish it in time.
Many hours will be wasted trying to place code in […]
Stupid blood sprites
Worked at home today during the entire afternoon and into the evening. I had a call with Martin during the last part of it which i really feel was helpful for productivity.
Today’s work was to make five sprites appear around the player and move outwards in a random direction whenever the player died. Through much errors i found out that the objects are created but the sprites are not drawn for some reason. Even after i changed the spritesheet to […]
Stupid blood sprites
Worked at home today during the entire afternoon and into the evening. I had a call with Martin during the last part of it which i really feel was helpful for productivity.
Today’s work was to make five sprites appear around the player and move outwards in a random direction whenever the player died. Through much errors i found out that the objects are created but the sprites are not drawn for some reason. Even after i changed the spritesheet to […]
Game Programming – Assignment day 22
More work on collision today.
Added HP to the parent class Entity, as well as methods that changed or displayed the hp.
Added if statements to change the HP on objects that collided.
Put the Foe object in a vector to make the code able to handle several objects of the foe class.
Added a HP check to the game loop that checks HP and deletes the objects that have no HP left, or rather HP zero.
Going to work some more on this later, […]
Game Programming – Assignment day 22
More work on collision today.
Added HP to the parent class Entity, as well as methods that changed or displayed the hp.
Added if statements to change the HP on objects that collided.
Put the Foe object in a vector to make the code able to handle several objects of the foe class.
Added a HP check to the game loop that checks HP and deletes the objects that have no HP left, or rather HP zero.
Going to work some more on this later, […]
DropManager
Today I reworked the drop system and added a DropManager which will manage the drop spawning.I made a textfile so that each powerup has a number(their chance) like this:
bigger_pad 1000smaller_pad 1000extra_life 200shield 500
and then I added everything up and that is 1000 + 1000 + 200 + 500 = 2700.And then I need to calculate a barrier for each drop.
then its like 500 / 2700 = shield barrierand 1000 / 2700 = bigger_pad and smaller_pad chance.
When I spawn a drop I randomize a […]
DropManager
Today I reworked the drop system and added a DropManager which will manage the drop spawning.I made a textfile so that each powerup has a number(their chance) like this:
bigger_pad 1000smaller_pad 1000extra_life 200shield 500
and then I added everything up and that is 1000 + 1000 + 200 + 500 = 2700.And then I need to calculate a barrier for each drop.
then its like 500 / 2700 = shield barrierand 1000 / 2700 = bigger_pad and smaller_pad chance.
When I spawn a drop I randomize a […]
Programming Project, day 26
I’ve gotten box vs box collision to work, and added objects that collide in the main menu screen. I’m having some problems moving them around, I guess I’m getting tired. I’ll break here for now and continue tomorrow.
Programming Project, day 26
I’ve gotten box vs box collision to work, and added objects that collide in the main menu screen. I’m having some problems moving them around, I guess I’m getting tired. I’ll break here for now and continue tomorrow.
Spelprogrammering – Assignment – 15
Today I’ve managed to get the Animations for the ball that is read through a text file to work. It looks great!
I also got the directional bouncing (the x-direction of the ball changes depending on where it hits the paddle) to stop accelerating in infinitum, and works “OK” right now. It’s at least a improvement from the old code.
Back to GameStates, ugh. I’m still not quite sure how to implement this -> I’ll try to get some help tomorrow.
So, Animations […]
Spelprogrammering – Assignment – 15
Today I’ve managed to get the Animations for the ball that is read through a text file to work. It looks great!
I also got the directional bouncing (the x-direction of the ball changes depending on where it hits the paddle) to stop accelerating in infinitum, and works “OK” right now. It’s at least a improvement from the old code.
Back to GameStates, ugh. I’m still not quite sure how to implement this -> I’ll try to get some help tomorrow.
So, Animations […]
Yes post today
So, to recapitulate on yestrurday’s work, I fixed the issue of not being able to switch between animations. Now, i won’t say that i am fully able to differentiate all the different variables with “animation” and “current” in them but when creating the animation the first time i use this piece of code
void TurtleObject::AddAnimation(const std::string &name, AnimatedSprite *Sprite) { m_animations.insert(std::pair(name, Sprite)); if (m_sprite == nullptr) { m_sprite = Sprite; m_current_animation = Sprite; }}
And when changing animations i used this […]
Yes post today
So, to recapitulate on yestrurday’s work, I fixed the issue of not being able to switch between animations. Now, i won’t say that i am fully able to differentiate all the different variables with “animation” and “current” in them but when creating the animation the first time i use this piece of code
void TurtleObject::AddAnimation(const std::string &name, AnimatedSprite *Sprite) { m_animations.insert(std::pair(name, Sprite)); if (m_sprite == nullptr) { m_sprite = Sprite; m_current_animation = Sprite; }}
And when changing animations i used this […]
Game Programming I – Assignment day 21
More work on collision.
Moved overlap method to collider class, it checks box vs box collision.
Also made a overlap circle method that checks overlap between two circles.
Need to add the collision manager into this and make things happen when collision occurs rather than just a cout line.
I should also make an Entity manager that handles all the game objects.
Game Programming I – Assignment day 21
More work on collision.
Moved overlap method to collider class, it checks box vs box collision.
Also made a overlap circle method that checks overlap between two circles.
Need to add the collision manager into this and make things happen when collision occurs rather than just a cout line.
I should also make an Entity manager that handles all the game objects.
Game Programming I – day 20
Overhauled the collision manager.
Colliders are now memebers of their objects.
Need to fix the overlap function in the collider class.
But first I need some sleep.
Game Programming I – day 20
Overhauled the collision manager.
Colliders are now memebers of their objects.
Need to fix the overlap function in the collider class.
But first I need some sleep.
KreakOut #8 – Next time I’ll use MP5s
Our “Random Difficulty”-setting got a little less random with the introduction of a proper spawn for the ball, on top of the paddle where it belongs. It’s still pretty random at times, though.
So, except for the minor tweaks that we keep adding (this time it was things like lives, small ball-on-paddle change and some checks on when you win/lose), we also added support for sound! And this wasn’t an easy task, easily one of the more frustrating ones so far […]
KreakOut #8 – Next time I’ll use MP5s
Our “Random Difficulty”-setting got a little less random with the introduction of a proper spawn for the ball, on top of the paddle where it belongs. It’s still pretty random at times, though.
So, except for the minor tweaks that we keep adding (this time it was things like lives, small ball-on-paddle change and some checks on when you win/lose), we also added support for sound! And this wasn’t an easy task, easily one of the more frustrating ones so far […]
Past midnight post… Woops were did the time go.
Today I did not get so much done, Though I’ve been thinking on how to create a few of the things that are left.
Ladbon managed to get the Collision working, so with that done, the Funsies begins of programming what happends when things collide.
With this important step done, it might quite soon actually start looking like a game!
Late night blogg post falling asleep…
Past midnight post… Woops were did the time go.
Today I did not get so much done, Though I’ve been thinking on how to create a few of the things that are left.
Ladbon managed to get the Collision working, so with that done, the Funsies begins of programming what happends when things collide.
With this important step done, it might quite soon actually start looking like a game!
Late night blogg post falling asleep…