Monthly Archives: February 2014

Finished the elemental points and started with new work!

This week I have finished the elemental icons for our game. Last time I posted, I had only finished the wood element icon and needed to remake the water and fire icons. The remake of the two went well, and i managed to get the same style of the leaf on the two of them. After I was done making the main icons, I also started remaking the small point icons, and ended up choosing the smaller icon setup seen […]

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Program: Graphics

Finished the elemental points and started with new work!

This week I have finished the elemental icons for our game. Last time I posted, I had only finished the wood element icon and needed to remake the water and fire icons. The remake of the two went well, and i managed to get the same style of the leaf on the two of them. After I was done making the main icons, I also started remaking the small point icons, and ended up choosing the smaller icon setup seen […]

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Program: Graphics

Haunted Light 2014-02-27 Recording monster sounds

This week I have been working in the next step from have done the sound manager to actually record the sound. I have been using the site freesound.org to get royalty free music and sounds to mix them into something new. But the most work hours has been put down into finding sounds in real life that could work in the game. The Monster’s sounds are pretty easy to find because they are made by my voice, which later on […]

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Program: Programming

Haunted Light 2014-02-27 Recording monster sounds

This week I have been working in the next step from have done the sound manager to actually record the sound. I have been using the site freesound.org to get royalty free music and sounds to mix them into something new. But the most work hours has been put down into finding sounds in real life that could work in the game. The Monster’s sounds are pretty easy to find because they are made by my voice, which later on […]

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Program: Programming

Terror of the Deep

Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]

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Program: Graphics

Terror of the Deep

Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]

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Program: Graphics

Houston we have reached foul circle

So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]

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Program: Programming

Houston we have reached foul circle

So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]

/ Comments Off on Houston we have reached foul circle
Program: Programming

Houston we have reached foul circle

So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]

/ Comments Off on Houston we have reached foul circle
Program: Programming

Houston we have reached foul circle

So lets try to listen to my comments and learn from them! I will now try to write about artifacts rather than talk about every decision and achievement in programming I’ve done.
This week have been actually pretty effective. I’ve been working these past weeks a lot with states to understand and following my classmates advice
-if you want to do it, do it everywhere
So during the week I’ve been working on getting a pause state going so you can orientate to […]

/ Comments Off on Houston we have reached foul circle
Program: Programming

Artifact 3 and stuff

Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]

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Program: Programming

Artifact 3 and stuff

Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]

/ Comments Off on Artifact 3 and stuff
Program: Programming

Artifact 3 and stuff

Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]

/ Comments Off on Artifact 3 and stuff
Program: Programming

Artifact 3 and stuff

Hello there 😉
I’m currently working on a particle engine, but since that is not quite completed I will talk about something else that I made which is a bit simpler (my particle engine is pretty simple as well, but I am really unfamiliar with the vertices and therefore I get alot of trouble making the particles visible. Otherwise it goes fine (I think)).
The artifact that I will talk about are the enemies and their damage.
Our game so far contains three […]

/ Comments Off on Artifact 3 and stuff
Program: Programming

Tubthumping with the Chumbawambas


This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]

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Program: Graphics

Tubthumping with the Chumbawambas


This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]

/ Comments Off on Tubthumping with the Chumbawambas
Program: Graphics

Tubthumping with the Chumbawambas


This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]

/ Comments Off on Tubthumping with the Chumbawambas
Program: Graphics

Tubthumping with the Chumbawambas


This week, the main focus for me has been the doubling of the frames of a bunch of sprite sheets, since we accidentally finished making all the core sheets that we needed, and of course since we can’t be seen just twiddling our thumbs, it’s polishing time!
This artifact in particular is the sheet depicting the almost phoenixian rise from the proverbial ashes of unconsciousness that can befall any unwary guard, should he fail to notice our intrepid player character […]

/ Comments Off on Tubthumping with the Chumbawambas
Program: Graphics

Color and Lighting

So we went through lots of tutorials today about the way light works and different terms and phenomenons when it comes to lighting. Also, we quickly went through some camera effects which we can try to replicate in our artwork. I didn’t write everything down, but I took some notes. I’ll share them in this post in hope that it will be of help for somebody. Mind you, these are my quick, unedited notes.
 
Lighting
Rim light – the light, whitish edges […]

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Program: Graphics

Color and Lighting

So we went through lots of tutorials today about the way light works and different terms and phenomenons when it comes to lighting. Also, we quickly went through some camera effects which we can try to replicate in our artwork. I didn’t write everything down, but I took some notes. I’ll share them in this post in hope that it will be of help for somebody. Mind you, these are my quick, unedited notes.
 
Lighting
Rim light – the light, whitish edges […]

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Program: Graphics

Colour

Today we have studied light and colour theory, going through how light behaves and determines the colours. To study this we got to look at a lot of photographs of different environments, lighting and surfaces. This as well as getting to see an amazing artist create beautiful scenes and landscapes super fast was really interesting and I was inspired to try it for myself. After waiting all day we finally got to the practical part where we were asked to […]

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Program: Graphics

Colour

Today we have studied light and colour theory, going through how light behaves and determines the colours. To study this we got to look at a lot of photographs of different environments, lighting and surfaces. This as well as getting to see an amazing artist create beautiful scenes and landscapes super fast was really interesting and I was inspired to try it for myself. After waiting all day we finally got to the practical part where we were asked to […]

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Program: Graphics

Long post including artifact.

This post will be both my log of yesterday and today as well as my artifact post for this week so please excuse me if it’s a bit long.
First of all, the log. 
Tuesday i started by altering the interaction method slightly by making it run it’s own method including a relevant object and performing the necessary things depending on the object type.
I then started work on items for the game which is what I’ve been doing for most of these […]

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Program: Programming

Long post including artifact.

This post will be both my log of yesterday and today as well as my artifact post for this week so please excuse me if it’s a bit long.
First of all, the log. 
Tuesday i started by altering the interaction method slightly by making it run it’s own method including a relevant object and performing the necessary things depending on the object type.
I then started work on items for the game which is what I’ve been doing for most of these […]

/ Comments Off on Long post including artifact.
Program: Programming