Daily Archives: December 28, 2013
Moving frogs
Today i attempted to fix the movement of the player which had been acting up. The player would upon forwards or backwards movement teleport to the desired location and vibrate for a few moments before stopping. I simplified my version and made the player straight out move there. My intention was to add another function which saved the player’s original position and then made the player start moving in the right direction. Once the player had traveled the desired length […]
Moving frogs
Today i attempted to fix the movement of the player which had been acting up. The player would upon forwards or backwards movement teleport to the desired location and vibrate for a few moments before stopping. I simplified my version and made the player straight out move there. My intention was to add another function which saved the player’s original position and then made the player start moving in the right direction. Once the player had traveled the desired length […]
Frogger Dev. Post 08
Today we got improved player logic, more logs, turtles that should work and you can now die in the water. The turtles works the same as the logs, but they have a hidden timer that ticks down, and when it reaches 0 they cease to be safe. If the player exists above the part where the water starts she will experience a loss of life unless she is on a log. Keeping track on this is a boolean Safe variable […]
Frogger Dev. Post 08
Today we got improved player logic, more logs, turtles that should work and you can now die in the water. The turtles works the same as the logs, but they have a hidden timer that ticks down, and when it reaches 0 they cease to be safe. If the player exists above the part where the water starts she will experience a loss of life unless she is on a log. Keeping track on this is a boolean Safe variable […]
Frogger Dev. Post 07
Did some good work today, we now have working logs that can carry you over the water and an enemyobject that will basically fill the functionality of cars, hitting them will cause the player’s death. both of these are built from Game Objects.
I didn’t have much contact with Herman today, but from what I know he worked witht the Player Logic to make it work better as well as creating the goals.
Tomorrows mission should be to place out the enemies […]
Frogger Dev. Post 07
Did some good work today, we now have working logs that can carry you over the water and an enemyobject that will basically fill the functionality of cars, hitting them will cause the player’s death. both of these are built from Game Objects.
I didn’t have much contact with Herman today, but from what I know he worked witht the Player Logic to make it work better as well as creating the goals.
Tomorrows mission should be to place out the enemies […]
Spelprogrammering I – Assignment – 2,3,4 & 5.
Due to computer issues (I’ve not had access to internet for several days) I haven’t been able to maintain the blog properly.
I’ve reviewed the Pong Workshop Code we did in class in order to better understand how C++ works. I’ve also spent a lot of time reading up on the subject in books (more specifically “Starting out with Games and Graphics in C++“). I’m honestly a little bit lost, but I’m working on it. Right now, I’m doing everything (again) […]
Spelprogrammering I – Assignment – 2,3,4 & 5.
Due to computer issues (I’ve not had access to internet for several days) I haven’t been able to maintain the blog properly.
I’ve reviewed the Pong Workshop Code we did in class in order to better understand how C++ works. I’ve also spent a lot of time reading up on the subject in books (more specifically “Starting out with Games and Graphics in C++“). I’m honestly a little bit lost, but I’m working on it. Right now, I’m doing everything (again) […]
Pixel perfect collision and particles
Yesterday I had time to check up on those collision and so far I have done these collisions:
Rectangle vs Rectangle
Circle vs Circle
Pixel Perfect
We miss the Rectangle vs Circle collision but I dont think it would be so hard to implement that since we already have collisions for circles and rectangles.
I’ve also changed the plan a bit and removed those tetris falling blocks and replaced it with static blocks in the top(like arkanoid) but with a few changes that will come […]
Pixel perfect collision and particles
Yesterday I had time to check up on those collision and so far I have done these collisions:
Rectangle vs Rectangle
Circle vs Circle
Pixel Perfect
We miss the Rectangle vs Circle collision but I dont think it would be so hard to implement that since we already have collisions for circles and rectangles.
I’ve also changed the plan a bit and removed those tetris falling blocks and replaced it with static blocks in the top(like arkanoid) but with a few changes that will come […]