Daily Archives: March 7, 2014
Ms X
Yesterday I started on the first real depiction of our main character, known only as Ms X, which is to go on the main menu. I started with a rough sketch which I have reworked into clean line art, aiming at the style of the Ms Marvel comic, with thin line art that is thicker on the edges. I chose the pose and facial expression since I wanted to capture the essence of the game in the main menu. She […]
Ms X
Yesterday I started on the first real depiction of our main character, known only as Ms X, which is to go on the main menu. I started with a rough sketch which I have reworked into clean line art, aiming at the style of the Ms Marvel comic, with thin line art that is thicker on the edges. I chose the pose and facial expression since I wanted to capture the essence of the game in the main menu. She […]
Leakin’ dem bytes
Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:
Taken from our pre-alpha playtesting build.
This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]
Leakin’ dem bytes
Memory leaks are something that programmers (especially those in C and C++) always have to keep in mind. Unfortunately, we didn’t really think about them until roughly halfway into the project. That means we end up with something like this:
Taken from our pre-alpha playtesting build.
This could have ended up a lot worse than it actually did. We didn’t really have any constant leaks, so the total leaks didn’t grow in size.
Now, for those of you that aren’t that into programming, […]
Playground Panic #4 – Hierarchy, optimization and control
After some discussing with our SCRUM-master Simon Wulf, we agreed on having to change our code-structure. Due to reasons (mainly time-pressure and lack of experience), we handled sprites in our GameState together with the rest of the code. It’s pretty simple to do with SFML’s built in things, but for overall optimization and to avoid clusterfuckyness in the code, it’s much better to let the objects themselves handle these kinds of things and let the GameState stay in the unknown […]
Playground Panic #4 – Hierarchy, optimization and control
After some discussing with our SCRUM-master Simon Wulf, we agreed on having to change our code-structure. Due to reasons (mainly time-pressure and lack of experience), we handled sprites in our GameState together with the rest of the code. It’s pretty simple to do with SFML’s built in things, but for overall optimization and to avoid clusterfuckyness in the code, it’s much better to let the objects themselves handle these kinds of things and let the GameState stay in the unknown […]
The Sound of “sort of-” Music
Greetings! Better late then never I suppose.
I spent this week working on the music for the game. And wasn’t that an experience, for a moment I really thought I had gone over my head with it all.
To be honest I’ve never been especially musically talented nor have I ever made my own music. So as you could probably tell this was a challenge from the beginning, and even much more so as the genre we have gone for is Jazz. […]
The Sound of “sort of-” Music
Greetings! Better late then never I suppose.
I spent this week working on the music for the game. And wasn’t that an experience, for a moment I really thought I had gone over my head with it all.
To be honest I’ve never been especially musically talented nor have I ever made my own music. So as you could probably tell this was a challenge from the beginning, and even much more so as the genre we have gone for is Jazz. […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]
DirectX Leak Debugging
Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program. It looked something like this:
D3D11 WARNING: Process is terminating. Using simple reporting. Please call ReportLiveObjects() at runtime for standard reporting. [ STATE_CREATION WARNING #0: UNKNOWN]
D3D11 WARNING: Live Producer at […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
Codename: Haunted Light – Generation Process
This week I’ve been mostly thinking and planning out how the level generation will work and I’ve also assisted our programmers in different parts of the game.
since I haven’t completed any new artifact in the game this week (except different resolution support…but it’s such a minor part and therefore I don’t’ count that) I’m going to talk about a feature of Haunted Light that’s a work in progress. The “(Re-)generating Levels”. I’ll explain what I mean by that.
Haunted Light is […]
All GUI and no animation makes William a dull boy (but nah, it’s cool)
This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]
All GUI and no animation makes William a dull boy (but nah, it’s cool)
This week has been quite different from the previous ones. Up until today, I have worked almost entirely on designing characters and animating them. However, our programmers are now busy working on putting the animations we already have to use, and we are not that likely to add many more, if any at all. This has resulted in this week becoming devoid of animation, and instead, I have been tasked with designing parts of the GUI.
The one item that I […]