Daily Archives: January 9, 2014
Environment shading – Day Two
I worked another 5 hours on this today. It’s my first time so it takes quite a while to get it right. The biggest challenge was to figure out what should be darker or lighter than other objects in the vicinity. It’s not easy like “light or shade”, but different shaded parts can actually have the same value as lit up parts depending on how close they are in the picture. It’s complicated, but fun. Here’s a sample of what […]
Environment shading – Day Two
I worked another 5 hours on this today. It’s my first time so it takes quite a while to get it right. The biggest challenge was to figure out what should be darker or lighter than other objects in the vicinity. It’s not easy like “light or shade”, but different shaded parts can actually have the same value as lit up parts depending on how close they are in the picture. It’s complicated, but fun. Here’s a sample of what […]
Programming Project Part 4
After adding a couple of sound effects triggered by left-clicking, I realised that I will have to remake the entire structure of the project, so as to include the various states.
This leads to another problem; using states without having to make it redundant. Right now my first state called INIT only reads from a file and returns the configuration to my Engine, while it’s supposed to be the initializer that starts up everything that is needed and then change the […]
Programming Project Part 4
After adding a couple of sound effects triggered by left-clicking, I realised that I will have to remake the entire structure of the project, so as to include the various states.
This leads to another problem; using states without having to make it redundant. Right now my first state called INIT only reads from a file and returns the configuration to my Engine, while it’s supposed to be the initializer that starts up everything that is needed and then change the […]
Today, as well as yesterday, I have been at school working on one of the final assignments that are due next Friday. The one I am currently working on is taking a line drawing of an old, asian city and render it in grey scale. Things to consider are choosing where the light is to be coming from and what kind of lights I want to include. Since I did moonlight last time I thought I would try something different […]
Today, as well as yesterday, I have been at school working on one of the final assignments that are due next Friday. The one I am currently working on is taking a line drawing of an old, asian city and render it in grey scale. Things to consider are choosing where the light is to be coming from and what kind of lights I want to include. Since I did moonlight last time I thought I would try something different […]
Tower Defense – not much today
Didn’t do much today. I only programmed for about an hour. I did go through most of the code and found some useless bits I don’t know why I put there in the first place, like:
direction.m_x = direction.m_x; direction.m_y = direction.m_y;
For those of you that know nothing of programming, this doesn’t do anything useful. It sets directions m_x and m_y variables to the same as it was before, which is pretty useless and redundant
I also commented some of […]
Tower Defense – not much today
Didn’t do much today. I only programmed for about an hour. I did go through most of the code and found some useless bits I don’t know why I put there in the first place, like:
direction.m_x = direction.m_x; direction.m_y = direction.m_y;
For those of you that know nothing of programming, this doesn’t do anything useful. It sets directions m_x and m_y variables to the same as it was before, which is pretty useless and redundant
I also commented some of […]
Linking errors is a good start.
I started on our game assignment two days ago and I directly encountered some problems. (not related to the above picture)
The problems I encountered were related to me being absent from several lectures, due to hospital visits, leaving me uncapable of understanding the code hierarchy of our “big” workshop project. Which was a platformer with a more complex engine which handles sound, sprites etc. and when I look at it now I just do not understand squat. So to […]
Linking errors is a good start.
I started on our game assignment two days ago and I directly encountered some problems. (not related to the above picture)
The problems I encountered were related to me being absent from several lectures, due to hospital visits, leaving me uncapable of understanding the code hierarchy of our “big” workshop project. Which was a platformer with a more complex engine which handles sound, sprites etc. and when I look at it now I just do not understand squat. So to […]
More progress
Finally took the time to Tweak around with the Level, and Background to create something that looks more appealing to work on.
Beside the visual change there is now working music from the program. At this I ran into some issues with faulty .mp3 files that would exit the program without giving any error messages.
The next step is to work with these sliders in order change volume and such. The Sliders is created in such a way that its very, […]
More progress
Finally took the time to Tweak around with the Level, and Background to create something that looks more appealing to work on.
Beside the visual change there is now working music from the program. At this I ran into some issues with faulty .mp3 files that would exit the program without giving any error messages.
The next step is to work with these sliders in order change volume and such. The Sliders is created in such a way that its very, […]
Much changes!
The whole game has been reworked a lot and the current method for creating a sprite is to do
Sprite* ball = new Sprite(“ball.png”, 100, 300);
This will create a sprite at position 100, 300 with a ball image. I exploded the drawManager and divided it into parts, mostly in the WindowManager which manages window and renderer operations(mostly SDL stuff). The current version of the window Manager only takes one window and renderer but it will be changed to have multiple windows […]
Much changes!
The whole game has been reworked a lot and the current method for creating a sprite is to do
Sprite* ball = new Sprite(“ball.png”, 100, 300);
This will create a sprite at position 100, 300 with a ball image. I exploded the drawManager and divided it into parts, mostly in the WindowManager which manages window and renderer operations(mostly SDL stuff). The current version of the window Manager only takes one window and renderer but it will be changed to have multiple windows […]
KreakOut #4 – Bricks shall be shat
A Breakout game without bricks is like a really one-sided Pong match, so now it was time for those!
The main part of the block-script is just a copy of the BallObject, the problem was in getting multiple objects of the same type to work.
As someone that got more experience creating programs, I figured that arrays would do the job. After a lot of tinkering around, we ended up with what seemed like it would work with no errors at all. […]
KreakOut #4 – Bricks shall be shat
A Breakout game without bricks is like a really one-sided Pong match, so now it was time for those!
The main part of the block-script is just a copy of the BallObject, the problem was in getting multiple objects of the same type to work.
As someone that got more experience creating programs, I figured that arrays would do the job. After a lot of tinkering around, we ended up with what seemed like it would work with no errors at all. […]
Bricks, bricks and more BRIIIICKS! Post #3, I believe
So, due to our frustration from yesterday we both forgot to write in our precious blog. The mission of the day was to get our new and shiny bricks to load from a textfile, but it just wouldn’t work. I think we sat there for around 3 hours and we couldn’t understand at all what it was thanks to visual studio not showing any errors either. Thing just wouldn’t build.
But today! Today we came up with the great idea of […]
Bricks, bricks and more BRIIIICKS! Post #3, I believe
So, due to our frustration from yesterday we both forgot to write in our precious blog. The mission of the day was to get our new and shiny bricks to load from a textfile, but it just wouldn’t work. I think we sat there for around 3 hours and we couldn’t understand at all what it was thanks to visual studio not showing any errors either. Thing just wouldn’t build.
But today! Today we came up with the great idea of […]
Line Weight – How to do it and what diffrence it makes
As I was thinking through the constructive criticsism I got from my teacher on my clean line version of my character this morning, this video surprisingly poped up on my subscription feed on youtube. This was just the tutorial I needed since the cricicsism I got was that I hadn’t put any line weight in my drawing and that’s why it came out kind of flat. After watching this video I realized what a diffrence thick and thin lines do […]
Line Weight – How to do it and what diffrence it makes
As I was thinking through the constructive criticsism I got from my teacher on my clean line version of my character this morning, this video surprisingly poped up on my subscription feed on youtube. This was just the tutorial I needed since the cricicsism I got was that I hadn’t put any line weight in my drawing and that’s why it came out kind of flat. After watching this video I realized what a diffrence thick and thin lines do […]
Programming assignment 2014-01-09
We’ve gotten gamestate to work by moving all the processes done in engine regarding the game running into the gamestate. It was almost like writing another engine but just for running the game. I don’t know if I’ve mentioned it but we had a sound bug where the bullet sound played a lot of times per button press, this was fixed by adding a keyboard update after the event checker.
Now back to the states, we got a menu working, but […]
Programming assignment 2014-01-09
We’ve gotten gamestate to work by moving all the processes done in engine regarding the game running into the gamestate. It was almost like writing another engine but just for running the game. I don’t know if I’ve mentioned it but we had a sound bug where the bullet sound played a lot of times per button press, this was fixed by adding a keyboard update after the event checker.
Now back to the states, we got a menu working, but […]
Game Programming – Assignment day 15
Fixed Gamestate now, when the game starts you go into the gamestate by writing ”new” into the console and press enter, you exit by pressing escape.
Upon exiting the gamestate you are taken back to the console and can write ”new” again to start a new gamestate.
You can also write ”quit” in the console to exit the program altogether.
When pressing space a bullet objects gets positioned right above the player object.
Received some help to get the ”isDOWNonce” function to work properly, […]
Game Programming – Assignment day 15
Fixed Gamestate now, when the game starts you go into the gamestate by writing ”new” into the console and press enter, you exit by pressing escape.
Upon exiting the gamestate you are taken back to the console and can write ”new” again to start a new gamestate.
You can also write ”quit” in the console to exit the program altogether.
When pressing space a bullet objects gets positioned right above the player object.
Received some help to get the ”isDOWNonce” function to work properly, […]