Browsing '5SD023': Game Programming II
Suit ‘em up – the first weeks
In this course we are going to make a game, we chose the concept “Suit’em up” which is a game where you are going to, as Barney the robot, cleanse a suit from bugs which has infested it.
The first task I got from my lead programmer was to fix the collision system for the walls. We have discussed different options; we discussed alpha collision, some sort of tile collision, square collision and line collision. With the alpha collision we were […]
Suit ‘em up – the first weeks
In this course we are going to make a game, we chose the concept “Suit’em up” which is a game where you are going to, as Barney the robot, cleanse a suit from bugs which has infested it.
The first task I got from my lead programmer was to fix the collision system for the walls. We have discussed different options; we discussed alpha collision, some sort of tile collision, square collision and line collision. With the alpha collision we were […]
Unnamed Fish Game BloggPost 2
Today we had two Interesting lectures from Ernest Adams and Adam Mayes.
This cover the some of the mayor principles of how to create games and how important it is to test if it will be fun. The lecture covered 5 types of Core Mechanics
– Physics
– Economics
– Progression
– Tactic Maneuvering
– Social Interaction
And how important it is for programmers to create a way for the Game Designer to make changes in the game without having to go to the programmers asking, can […]
Unnamed Fish Game BloggPost 2
Today we had two Interesting lectures from Ernest Adams and Adam Mayes.
This cover the some of the mayor principles of how to create games and how important it is to test if it will be fun. The lecture covered 5 types of Core Mechanics
– Physics
– Economics
– Progression
– Tactic Maneuvering
– Social Interaction
And how important it is for programmers to create a way for the Game Designer to make changes in the game without having to go to the programmers asking, can […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
EntityManager, an inheritance problem
Så idag har varit en intressant dag, har börjat testa arv i c++ och det finns mycket man inte kan och man hittar ständigt nya saker som man både kan och inte kan göra. Som “pure virtual functions“, om man vill läsa om dem så rekommenderar jag denna länken: http://www.learncpp.com/cpp-tutorial/126-pure-virtual-functions-abstract-base-classes-and-interface-classes/
Hursomhelst så har jag stött på ett problem idag när jag jobbade på en “EntityManager“, som skulle hålla en vector med “Entity” pekare. Där Entity är basklassen för alla objekt som finns […]
Viewport
Bah! Instead of going to bed I wanted to create a viewport for our game prototype.
So what is a viewport?A viewport is a portion of the whole game screen that can be manipulated to show any area on the whole game screen by setting a position on it. In my example the viewport centers around the main character(the player).In my algorithm I added some lines of code that will prevent the viewport from showing extra stuff outside the game window […]
Viewport
Bah! Instead of going to bed I wanted to create a viewport for our game prototype.
So what is a viewport?A viewport is a portion of the whole game screen that can be manipulated to show any area on the whole game screen by setting a position on it. In my example the viewport centers around the main character(the player).In my algorithm I added some lines of code that will prevent the viewport from showing extra stuff outside the game window […]
A day with me
Today I started programing a moving square using W,S,A,D keys, and I made I circle follow my mouse movements in the screen, That could be used as the sight when you shoot in the top view game we are making. I also looked up how to use texture and adding sprites, It is really easy to do. It is not that much to type, to get anything to work in SFML, which is nice for me who have a hard […]
A day with me
Today I started programing a moving square using W,S,A,D keys, and I made I circle follow my mouse movements in the screen, That could be used as the sight when you shoot in the top view game we are making. I also looked up how to use texture and adding sprites, It is really easy to do. It is not that much to type, to get anything to work in SFML, which is nice for me who have a hard […]
Good thing I like writing
Hi again, so yesterday our programming teacher told us something wonderful(?), we have to make a blog post each day. Each blog post needs to be at least a thousand words. My first thought was that I don’t even think that much in a day, but I kind of hope I do.
First of all let’s get up to speed with how the project is going. We’re done with our prototype, and we’re in the middle of trying to transfer that […]
Good thing I like writing
Hi again, so yesterday our programming teacher told us something wonderful(?), we have to make a blog post each day. Each blog post needs to be at least a thousand words. My first thought was that I don’t even think that much in a day, but I kind of hope I do.
First of all let’s get up to speed with how the project is going. We’re done with our prototype, and we’re in the middle of trying to transfer that […]
Project Bloody Badgers (AKA Haunted light) 2014-01-29
Today we had two meetings, one with our programming master and another one which we as a group arranged with one of our tutors within design. Well the programming meeting was short and it was a matter of meeting our master, so I’ll skip to the important meeting with the tutor. We began pitching our idea and our visions for the game as well as some general thoughts about game design.
The first thing that were discussed was whether we should […]
Project Bloody Badgers (AKA Haunted light) 2014-01-29
Today we had two meetings, one with our programming master and another one which we as a group arranged with one of our tutors within design. Well the programming meeting was short and it was a matter of meeting our master, so I’ll skip to the important meeting with the tutor. We began pitching our idea and our visions for the game as well as some general thoughts about game design.
The first thing that were discussed was whether we should […]
Unnamed Fish Game BloggPost 1
So now that the last project Frogger is done, it’s now time to move on to the next project.
The new project does not have a proper name yet, so it goes under “Fishy”, “The Fish game” or anything else that if Fish related.
Starting out this project by getting a scolding by our programming teacher that our blogposts during last project were insufficient and lacking, and also that from now on he would start his lectures in time, and its […]
Unnamed Fish Game BloggPost 1
So now that the last project Frogger is done, it’s now time to move on to the next project.
The new project does not have a proper name yet, so it goes under “Fishy”, “The Fish game” or anything else that if Fish related.
Starting out this project by getting a scolding by our programming teacher that our blogposts during last project were insufficient and lacking, and also that from now on he would start his lectures in time, and its […]
Raycasting
Today we finished our protype which was to create a raycasting method to make “light” or a field-of-view if you want. The final prototype is a field of view that spawns in a guard object. That will illustrate what the guard can actually see. I mostly followed this tutorial but I got a big bunchof help from a friend, Johannes Häggqvist which also went on this university which back then was named HGO.
http://www.redblobgames.com/articles/visibility/
I tried to divide the prototype into […]
Raycasting
Today we finished our protype which was to create a raycasting method to make “light” or a field-of-view if you want. The final prototype is a field of view that spawns in a guard object. That will illustrate what the guard can actually see. I mostly followed this tutorial but I got a big bunchof help from a friend, Johannes Häggqvist which also went on this university which back then was named HGO.
http://www.redblobgames.com/articles/visibility/
I tried to divide the prototype into […]
Codename: Haunted Light – Productive Day!
Today was a long day, a whole 12 hours at school.
The day started out with a scrum meeting where we received feedback on what we’d so far done on the scrum document. The scrum document is a kind-of work plan in which all the group members specify all the work which need to be done until certain dead-lines.
First we had planned out the work in broad categories to focus the time on actual development instead of grouping each work-task. Although, […]
Codename: Haunted Light – Productive Day!
Today was a long day, a whole 12 hours at school.
The day started out with a scrum meeting where we received feedback on what we’d so far done on the scrum document. The scrum document is a kind-of work plan in which all the group members specify all the work which need to be done until certain dead-lines.
First we had planned out the work in broad categories to focus the time on actual development instead of grouping each work-task. Although, […]
Better work today
After it turned out that Everyone mysteriously forgot that Tommi obviously told us yesterday that there would be no seminar today and we went to work in F15. During the day we worked on our Scrum document and had a few design discussions regarding some unclear elements of the game not in the GDC yet. Partially because we had some complaints about the group dynamics and we’ll try to make sure everyone in the group has a voice in decisions […]
Better work today
After it turned out that Everyone mysteriously forgot that Tommi obviously told us yesterday that there would be no seminar today and we went to work in F15. During the day we worked on our Scrum document and had a few design discussions regarding some unclear elements of the game not in the GDC yet. Partially because we had some complaints about the group dynamics and we’ll try to make sure everyone in the group has a voice in decisions […]
A day of things happing
Today we learned how to set up SFML. I had problems getting it to work at first, but SFML looked easier to use then SDL. I looked into some tutorials that seems suitable for me. Tomorrow I will continue experiment with SFML.
Later I and the group was metting up, to discuss the scrum with our scrum master, unfortunately he couldn’t come. So we kept working on the scrum and setting up a meeting tomorrow instead with him.
Now, what do I […]
A day of things happing
Today we learned how to set up SFML. I had problems getting it to work at first, but SFML looked easier to use then SDL. I looked into some tutorials that seems suitable for me. Tomorrow I will continue experiment with SFML.
Later I and the group was metting up, to discuss the scrum with our scrum master, unfortunately he couldn’t come. So we kept working on the scrum and setting up a meeting tomorrow instead with him.
Now, what do I […]