Browsing 'Uncategorized': dimwits who did not read the instructions.

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

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Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

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Program: Graphics

I am back again for another post. And it has only been a week!
So, this week I have not really made anything big, just a few props to fill out the game world.
Out of these things I guess that the most interesting one might be the couch.
Since the game is set in the fifties or early sixties I went on the internet to find pictures of couches ca 1950. I must say that I was quite surprised to find that […]

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Program: Graphics

I am back again for another post. And it has only been a week!
So, this week I have not really made anything big, just a few props to fill out the game world.
Out of these things I guess that the most interesting one might be the couch.
Since the game is set in the fifties or early sixties I went on the internet to find pictures of couches ca 1950. I must say that I was quite surprised to find that […]

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Program: Graphics

Week 5 – With Intent (group 4)

This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.

The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]

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Program: Programming

Week 5 – With Intent (group 4)

This week I’ve been working on the Furniture Manager and the Door class, I’m going to work on the Door Manager tomorrow.

The furniture have 3 light modes (2 are shown), mode 1 is see-through, mode 2 is semi-transparent (bottom one) and mode 3 is solid (left one).
I did encounter some trouble making this manager, since sf::Shape doesn’t move the vertices when you set rotation for the image, the Hull Manager took the position of the original vertices, which resulted […]

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Program: Programming

More animations and this time DEATH!

Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]

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Program: Graphics

More animations and this time DEATH!

Hello again!
It’s Thursday and this means it’s time for a new blog post!
I have kept working with animations this week and this time I have focused on death animations. I went in knowing I would probably have great trouble with making this animation work because I needed to take the character from standing up to lying on the ground. So I decided that making two animations would be enough. I ended up making the death animations for our melee enemy […]

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Program: Graphics

Level Design

This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.

Tiled Map Editor (see above for link). This is the main-hall […]

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Program: Programming

Level Design

This Week
As I mentioned last week, we’ve got ourselves a map editor called Tiled Map Editor. (Tiled Map Editor). The editor allows us to specify areas where the player should be colliding, where light is supposed to bounce on, and since we’re going with a isometric perspective, we’ve also worked in a “Layer” (think Photoshop) so that the player can be present UNDER a wall or a pillar.

Tiled Map Editor (see above for link). This is the main-hall […]

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Program: Programming

Fighting the Frame Limit

Hello again, it’s the second blogging week.
Last week I talked about creating the death animation of our player’s first stage of growth from the ground up. I also went through a couple of animation principles and how I utilize them in my work process.
This week I’ve been working on the animations for our player’s second stage of growth, and work has not gone as smoothly as it did for the first stage because of a dreaded addition to the […]

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Program: Graphics

Fighting the Frame Limit

Hello again, it’s the second blogging week.
Last week I talked about creating the death animation of our player’s first stage of growth from the ground up. I also went through a couple of animation principles and how I utilize them in my work process.
This week I’ve been working on the animations for our player’s second stage of growth, and work has not gone as smoothly as it did for the first stage because of a dreaded addition to the […]

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Program: Graphics

Artifact post 2: CollisionManager

This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]

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Program: Programming

Artifact post 2: CollisionManager

This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]

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Program: Programming

2nd blog post of 10 Week Project – Implementing Lost Souls

In case you are interested in all updates of Group 12′s game, here are my group members’ blogs:
André, Evelina, Christoffer, MarcusAlex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]

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Program: Programming

2nd blog post of 10 Week Project – Implementing Lost Souls

In case you are interested in all updates of Group 12′s game, here are my group members’ blogs:
André, Evelina, Christoffer, MarcusAlex
____________________________________________________________________________________
This week I have been working on implementing the lost souls in the game amongst other things.
To implement the lost souls I used one of my fellow programmer’s codes as guidance to create the new entity for the game. Firstly, I added the entity’s name […]

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Program: Programming

Blog-post 2 Customization! …kind of

I finished the buttons last week so now I could finally start to build the customization-state. So, this time I’m going to write a little bit about that.
 I’ll take a quick moment to explain how we decided make the buttons. Last time I said that I hadn’t decided if we were going to let the buttons do what they should do in their own update method, or if we would make a for loop that checks every button when one […]

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Program: Programming

Blog-post 2 Customization! …kind of

I finished the buttons last week so now I could finally start to build the customization-state. So, this time I’m going to write a little bit about that.
 I’ll take a quick moment to explain how we decided make the buttons. Last time I said that I hadn’t decided if we were going to let the buttons do what they should do in their own update method, or if we would make a for loop that checks every button when one […]

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Program: Programming

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

Bathroom Sprites


 
Right! So this week I started working on some environmental sprites. What we have to the left is a urinal, in the middle there’s a sink and to the right is a toilet. The reason why I needed to start working on bathroom sprites was because the area where the player is supposed to start in, happens to be a bathroom.  This bathroom is going to act as the introduction to the game for the player […]

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Program: Graphics

The Wasp, the Warror, the Goon

The first Enemy you will face in our game, is the unit known only as ‘the Warrior’. He is your basic melee attacker, and will walk up to you and try to strike you down.
Since all our enemies are supposed to be bugs, we did not have too many different options to chose for the warrior role. In the end, it came down to either a moth, due to their habit of eating clothes, or a wasp, due to their […]

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Program: Graphics

The Wasp, the Warror, the Goon

The first Enemy you will face in our game, is the unit known only as ‘the Warrior’. He is your basic melee attacker, and will walk up to you and try to strike you down.
Since all our enemies are supposed to be bugs, we did not have too many different options to chose for the warrior role. In the end, it came down to either a moth, due to their habit of eating clothes, or a wasp, due to their […]

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Program: Graphics

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming

Completing the GDD

In this 2nd post I will write about the final game design document, and the difference between the first one and the second one I wrote about in the previous post. Note that both are in english. Why I didn’t wrote (or write) anything in swedish when I have the choice to is because I can reach to more people if it is in english. Since working in the gaming industry can have international people as well, it might as […]

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Program: Programming