Daily Archives: March 6, 2014

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

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Program: Programming

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

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Program: Programming

Theory on doors

This week I’ve been working a little bit on many different things but I’ve had the most trouble with doors. Doors in our game are intuitive; the player can interact with a door if he is close enough, when he does the door opens away from the player. The door cast a shadow just like the walls but it gets complicated when it comes to the door-frame.
From the alpha play test we got some feedback concerning the walls; they looked […]

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Program: Programming

Theory on doors

This week I’ve been working a little bit on many different things but I’ve had the most trouble with doors. Doors in our game are intuitive; the player can interact with a door if he is close enough, when he does the door opens away from the player. The door cast a shadow just like the walls but it gets complicated when it comes to the door-frame.
From the alpha play test we got some feedback concerning the walls; they looked […]

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Program: Programming

Artifact : SoundManager

What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it.  more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

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Program: Programming

Artifact : SoundManager

What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it.  more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

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Program: Programming

2014-03-06 Fourth Artifact

Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

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Program: Programming

2014-03-06 Fourth Artifact

Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

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Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

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Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

/ Comments Off on AI is annoying, even when rudimentary
Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

/ Comments Off on AI is annoying, even when rudimentary
Program: Programming

AI is annoying, even when rudimentary

So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

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Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

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Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

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Program: Programming

Music in progress

This blog post will be about my music in the making. I am currently working on some jazzy, bebop music for the game project. I will not post any example in this post but I will however post later this weekend the complete version. I chose jazzy bebop cause I want it to feel old fashioned and classy. It will bring much to the game I believe. Some of the best music I’ve listened to is from video games. I’ve […]

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Program: Graphics

Music in progress

This blog post will be about my music in the making. I am currently working on some jazzy, bebop music for the game project. I will not post any example in this post but I will however post later this weekend the complete version. I chose jazzy bebop cause I want it to feel old fashioned and classy. It will bring much to the game I believe. Some of the best music I’ve listened to is from video games. I’ve […]

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Program: Graphics

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

/ Comments Off on This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Program: Programming

This week’s artifact: Sprite Manager and a quick look at Animated Sprites

Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:

Sneak
Run
Idle
Dying
Attack
Strafing
Walking

And the guards have:

Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting

And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

/ Comments Off on This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

/ Comments Off on Making a Game Part 4 – Animations
Program: Programming

Making a Game Part 4 – Animations

This week has been mostly making this operate again when merging our codes (Git Hub did not cooperate) so as to have a functional game for the beta.
One of the things that needed a bit changing were the animations seeing as they operated as a substitute for the sf::Sprite instead of together with it, meaning that when we tried to make a gameobject-hierarchy it would become problematic since not every object will be animated.
The first solution we tried was to […]

/ Comments Off on Making a Game Part 4 – Animations
Program: Programming

Cleaning up a design and working with layered animations

Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]

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Program: Graphics

Cleaning up a design and working with layered animations

Hello again, everyone.
This week has been similar to the last, my work has been quite spread out and I’ve been working on both our player fish’s final design, and some misc. background assets. Given how extensive my first two blog posts were regarding my animation process, I don’t have anything too revolutionary to go through today. Nevertheless, I thought I’d once again go through a part of my process of creating an animation, as well as going back and touching […]

/ Comments Off on Cleaning up a design and working with layered animations
Program: Graphics

Rotating & vanishing Guards


 
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]

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Program: Graphics

Rotating & vanishing Guards


 
Okay! This week has been a very interesting one! I have been further working on our level design and have been adding in rotations to our stationary guards. I also had to remake all of the patrolling patterns for our guards since there was some issues with how the guards spawned in comparison to where they wanted to patrol. I solved the patrolling guard issue quite easily, it was just a bit of tedious work on it to get […]

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Program: Graphics