Monthly Archives: January 2014

Sound


We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.

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Program: Programming

Sound


We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.

/ Comments Off on Sound
Program: Programming

Sound


We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.

/ Comments Off on Sound
Program: Programming

Sound


We managed to get the sound working today. Not the best sound effects but it’s far better than nothing!
When we tested the sound we found a bug.
The pad jumped in the x-axis if it was moving in to a wall when the ball hit a brick.

/ Comments Off on Sound
Program: Programming

Programming Project Part 5

Today there we’re some massive rehauling of the project, the state-problem was solved with the states being virtual machine-states that don’t have a physical class attached to them.
There was also the creating of the actual GameState, and subsequently me moving all the code into its proper place with functioning transitions between the states and classes.
I expect to have a functioning game either later today or tomorrow.
Edit: I now have a crosshair following the mouse and an “explosion” occuring when you […]

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Program: Programming

Programming Project Part 5

Today there we’re some massive rehauling of the project, the state-problem was solved with the states being virtual machine-states that don’t have a physical class attached to them.
There was also the creating of the actual GameState, and subsequently me moving all the code into its proper place with functioning transitions between the states and classes.
I expect to have a functioning game either later today or tomorrow.
Edit: I now have a crosshair following the mouse and an “explosion” occuring when you […]

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Program: Programming

Day 17,

Today I fixed a huge bug I managed to miss last night. The bug caused all kinds of strange collision behavoirs when more balls were added to the game. With one ball everything worked fine. With two balls everything moved sligtly faster. The player pad started vibrating when touching the wall and the balls increased in speed in a strange way. With three balls in play everything went haywire. Bolls bouncing all over the screen they even bounced outside the […]

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Program: Programming

Day 17,

Today I fixed a huge bug I managed to miss last night. The bug caused all kinds of strange collision behavoirs when more balls were added to the game. With one ball everything worked fine. With two balls everything moved sligtly faster. The player pad started vibrating when touching the wall and the balls increased in speed in a strange way. With three balls in play everything went haywire. Bolls bouncing all over the screen they even bounced outside the […]

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Program: Programming

Game Programming I – Assingment day 18

Bullets now have a life of 100 frames.
After that they get removed from the bullet vector.
Also added a limit on how many bullet objects can exist at the same time.
Also made a second vector for the Collision Manager that stores the id of the collider.
Needed to add a string option for Entity class which is the name of the object.

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Program: Programming

Game Programming I – Assingment day 18

Bullets now have a life of 100 frames.
After that they get removed from the bullet vector.
Also added a limit on how many bullet objects can exist at the same time.
Also made a second vector for the Collision Manager that stores the id of the collider.
Needed to add a string option for Entity class which is the name of the object.

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Program: Programming

Programming assignment 2014-01-12

Quick update, been adding a way to get animations into the game. I used most of the animation methods that we used in the platform game. But then I got the problem where the old system was built on using a sprite sheet, so then I had to create a sprite sheet instead of tumbling in the dark for a solution for multiple-file-animation.
But not everything went smooth; I have a ”error”, well not a real error but I want the […]

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Program: Programming

Programming assignment 2014-01-12

Quick update, been adding a way to get animations into the game. I used most of the animation methods that we used in the platform game. But then I got the problem where the old system was built on using a sprite sheet, so then I had to create a sprite sheet instead of tumbling in the dark for a solution for multiple-file-animation.
But not everything went smooth; I have a ”error”, well not a real error but I want the […]

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Program: Programming

KreakOut #6 – Bricks shall be animated

Do I need to mention more? We actually had support for animated sprites from the very beginning, but none of us got it to work. Apparently, I forgot a certain small detail in the GameObjects that made them change the animation-frame.
if (m_current_animation != nullptr)
{
m_current_animation->Update(deltatime);
}

Other than that, we spent even more time on that StateManager, felt sorry about ourselves and some graphics (because we obviously know how that works). And we also worked on getting some win-conditions, because that’s apparently needed.
Next […]

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Program: Programming

KreakOut #6 – Bricks shall be animated

Do I need to mention more? We actually had support for animated sprites from the very beginning, but none of us got it to work. Apparently, I forgot a certain small detail in the GameObjects that made them change the animation-frame.
if (m_current_animation != nullptr)
{
m_current_animation->Update(deltatime);
}

Other than that, we spent even more time on that StateManager, felt sorry about ourselves and some graphics (because we obviously know how that works). And we also worked on getting some win-conditions, because that’s apparently needed.
Next […]

/ Comments Off on KreakOut #6 – Bricks shall be animated
Program: Programming

Man(ager) over board! Post #4

Sunday afternoon, and I haven’t blogged since thursday I think. That’s rather bad.
I’ve spent the weekend working on our statemanager, or rather our so called LoadingState, which is pretty much just a splash screen to show a picture before heading into a menu and then the game. Making that happen, the whole showing a picture->switch to the menu is simple, although we don’t actuallly have a menu right now. So it just heads into the game which is fine.
The more […]

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Program: Programming

Man(ager) over board! Post #4

Sunday afternoon, and I haven’t blogged since thursday I think. That’s rather bad.
I’ve spent the weekend working on our statemanager, or rather our so called LoadingState, which is pretty much just a splash screen to show a picture before heading into a menu and then the game. Making that happen, the whole showing a picture->switch to the menu is simple, although we don’t actuallly have a menu right now. So it just heads into the game which is fine.
The more […]

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Program: Programming

Programming Project, day 23 – Particle Effects!

I didn’t use math vectors, but the same principle. These are my direction and “movement” formulas. The direction variables are set between -1.0 and 1.0 and are then used when calculating “movement” of each particle.
m_fDirX = (rand()%200-100)/100.0f;
m_fDirY = (rand()%200-100)/100.0f;
m_fX += m_fDirX*m_fSpeed*p_fDeltaTime;
m_fY += m_fDirY*m_fSpeed*p_fDeltaTime;
There are other variables to the particles, this is most of them: a resize timer; an angle and an alpha;
This is the result! I’m very happy with it.





January 12, 2014 / Comments Off on Programming Project, day 23 – Particle Effects!
Program: Programming

Programming Project, day 23 – Particle Effects!

I didn’t use math vectors, but the same principle. These are my direction and “movement” formulas. The direction variables are set between -1.0 and 1.0 and are then used when calculating “movement” of each particle.
m_fDirX = (rand()%200-100)/100.0f;
m_fDirY = (rand()%200-100)/100.0f;
m_fX += m_fDirX*m_fSpeed*p_fDeltaTime;
m_fY += m_fDirY*m_fSpeed*p_fDeltaTime;
There are other variables to the particles, this is most of them: a resize timer; an angle and an alpha;
This is the result! I’m very happy with it.





January 12, 2014 / Comments Off on Programming Project, day 23 – Particle Effects!
Program: Programming

Programming Project, day 22 – part 3

I created particle effects but it still needs some work.
I need to make math vectors to do the math for this. I’m not that good with it right now so I guess that’ll take some time for me. On the flip side, I’ll learn a lot too.
I need the math vectors for calculating a random direction of the particles to travel in, a normalized vector. Right now I have a set direction because I waiting until the math vectors are […]

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Program: Programming

Programming Project, day 22 – part 3

I created particle effects but it still needs some work.
I need to make math vectors to do the math for this. I’m not that good with it right now so I guess that’ll take some time for me. On the flip side, I’ll learn a lot too.
I need the math vectors for calculating a random direction of the particles to travel in, a normalized vector. Right now I have a set direction because I waiting until the math vectors are […]

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Program: Programming

Frogger Dev. Post 19

I haven’t actually posted anything in quite a while so I better get back in business before I make a habit out of forgetting to post. Truth is that I haven’t done that much work these last three days, so instead of posting three small posts I decided to combine them into one big post.
Overall, what I’ve done is that I’ve made is that I’ve made a more flexible menu system. Basically I have a state which has several “substates” […]

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Program: Programming

Frogger Dev. Post 19

I haven’t actually posted anything in quite a while so I better get back in business before I make a habit out of forgetting to post. Truth is that I haven’t done that much work these last three days, so instead of posting three small posts I decided to combine them into one big post.
Overall, what I’ve done is that I’ve made is that I’ve made a more flexible menu system. Basically I have a state which has several “substates” […]

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Program: Programming

If it’s worth doing, it’s worth overdoing.

Hello again.I know it has been quite for some time now, but in the middle of studies, studies, canceled ferries, more studies, Christmas, working with studies during the Christmas break and even more studies, I haven’t had much chance to write here.
Anyway, lets write a blog post about programming and one of the assignments we have in that course.
Assignment 2 – Develop a game
One assignment was to develop a simple video game and write a report about it. I choose […]

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Program: Programming

If it’s worth doing, it’s worth overdoing.

Hello again.I know it has been quite for some time now, but in the middle of studies, studies, canceled ferries, more studies, Christmas, working with studies during the Christmas break and even more studies, I haven’t had much chance to write here.
Anyway, lets write a blog post about programming and one of the assignments we have in that course.
Assignment 2 – Develop a game
One assignment was to develop a simple video game and write a report about it. I choose […]

/ Comments Off on If it’s worth doing, it’s worth overdoing.
Program: Programming