Monthly Archives: March 2014

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Binary files in c++

Insomnia strikes again, so I might as well spend the time trying to sleep to post something. This time I’m going to touch into a subject that I believe is the reason why I got the revelation about how memory management works. As the subject says, it’s about reading binary files.
The first thing you do is to include the #include
Next step is fairly simple:
std::ifstream filenamestream(“Filename with path and everything”, std::ios_base::binary);
Normally the filenamestream variable is called a stream. Often I […]

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Program: Programming

Haunted Light – Buttons and Menus!

Hello readers! This week I’ve been working on getting buttons into the menus and assign what they are going to do. After creating the button class it felt natural for me to take the task of putting them into the game and it’s menus, since I was the one that, probably and hopefully, knew the most about how they were made and how they work. If you don’t know how the buttons work, I’ll cover it shortly but I recommend […]

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Program: Programming

Haunted Light – Buttons and Menus!

Hello readers! This week I’ve been working on getting buttons into the menus and assign what they are going to do. After creating the button class it felt natural for me to take the task of putting them into the game and it’s menus, since I was the one that, probably and hopefully, knew the most about how they were made and how they work. If you don’t know how the buttons work, I’ll cover it shortly but I recommend […]

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Program: Programming

Downtime

This Monday we had a play testing where we got very much and good feedback. But one thing we have been discussing in the group is the downtime in our game – the time where there isn’t much to do in the game. For example when you have killed a boss and have to run all the way back to the beginning and you probably have killed all the enemies on your way to the boss already. Or if you […]

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Program: Programming

Downtime

This Monday we had a play testing where we got very much and good feedback. But one thing we have been discussing in the group is the downtime in our game – the time where there isn’t much to do in the game. For example when you have killed a boss and have to run all the way back to the beginning and you probably have killed all the enemies on your way to the boss already. Or if you […]

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Program: Programming

Code files and assistance

In the previous blog post I promised that I would update on what I did last week with the coding part, so I will get into that a bit further now. Note that I will write and do write about the last week’s work, and not the current one. Anyway as I’ve said I tried to code some sort of highscore list, but before doing that you’ll need to implement a way to write from file and read to file. […]

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Program: Programming

Code files and assistance

In the previous blog post I promised that I would update on what I did last week with the coding part, so I will get into that a bit further now. Note that I will write and do write about the last week’s work, and not the current one. Anyway as I’ve said I tried to code some sort of highscore list, but before doing that you’ll need to implement a way to write from file and read to file. […]

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Program: Programming

Haunted Light – Redirection

In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

Haunted Light – Redirection

In the previous post I wrote that I was going to go through how our level generation worked, but due to missed deadlines we’ve been forced to push the implementation of that feature to later when we have a working path-finding since we prioritize having a challenging game rather than a fancy level-generation. Because of that unfortunate turn of events I’ll now write about how our A-star implementation currently works instead.
Before I even […]

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Program: Programming

Dirt sprites, UI and menu background.

This week I’ve been working on some dirt sprites, the UI and the main menu background.
The dirt sprites are very simple transparent layers with some dirt and mud added. The game will then just lay that over the sprites when you get muddy to illustrate that you actually are. I just used some preset brushes in Photoshop to make the dirt, nothing fancy, only took about one hour to make all the sprites. I made three different dirt levels in […]

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Program: Graphics

Dirt sprites, UI and menu background.

This week I’ve been working on some dirt sprites, the UI and the main menu background.
The dirt sprites are very simple transparent layers with some dirt and mud added. The game will then just lay that over the sprites when you get muddy to illustrate that you actually are. I just used some preset brushes in Photoshop to make the dirt, nothing fancy, only took about one hour to make all the sprites. I made three different dirt levels in […]

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Program: Graphics

Popups or notifications and finally some text that tells you how much things cost.

Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]

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Program: Programming

Popups or notifications and finally some text that tells you how much things cost.

Once again I haven’t worked enough on one artifact to really write about it enough to fill a blog of 400 words. So once again I’ll just write a bit of what I’ve done this week.
I haven’t really done anything very complicated this week either, but I can start with the one that I worked the most on, a popup box, or a notification-box if you will. That is a small box that pops up in a corner of the […]

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Program: Programming

Playground Panic #5 – Aesthetic Stuff

Programming vs. designing. Up until recently we barely had anything that showed that the kids weren’t actually “killed off”, but rather cleaned. We have been really rushed with getting an actual “game” done and haven’t had as much time as we’d like left to spend on the fine-tuning, balancing and aesthetic feelings of the game. We don’t have much, but water-effects, UI, dirt and so on are things we either have added already or plan to add in a near […]

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Program: Programming

Playground Panic #5 – Aesthetic Stuff

Programming vs. designing. Up until recently we barely had anything that showed that the kids weren’t actually “killed off”, but rather cleaned. We have been really rushed with getting an actual “game” done and haven’t had as much time as we’d like left to spend on the fine-tuning, balancing and aesthetic feelings of the game. We don’t have much, but water-effects, UI, dirt and so on are things we either have added already or plan to add in a near […]

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Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

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Program: Programming

Artifact 5, AI states Idle, Scared and Hunting.

The last blog i wrote was kind of incomplete. To try and make up for it I will explain 3 of the AI states in our game.
We needed the enemy fishes to move around a bit in the level. So I started to make the Idle state. I remembered the way I tried to have an enemy to move in a rectangular pattern in the last project I made. I wasn’t really satisfied with that. Last time i made a […]

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Program: Programming

Uneventful week :I

Hello, this week has actually been pretty uneventful. We are getting towards the end of the to-do list when it comes to art. I don’t really have much to write about, but I will do my best. Here comes this week’s blog post (woho). This week my assignment was to finish the level two of the customization picture of the truck. I have been trying to draw the levels of the trucks so that they look like the trucks from […]

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Program: Graphics

Uneventful week :I

Hello, this week has actually been pretty uneventful. We are getting towards the end of the to-do list when it comes to art. I don’t really have much to write about, but I will do my best. Here comes this week’s blog post (woho). This week my assignment was to finish the level two of the customization picture of the truck. I have been trying to draw the levels of the trucks so that they look like the trucks from […]

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Program: Graphics

I want to be the best

This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]

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Program: Programming

I want to be the best

This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]

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Program: Programming

I want to be the best

This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]

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Program: Programming

I want to be the best

This weeks artifact have been high score.
Our game is nearing it’s end stage and we are moving into a full feature freeze and going into balancing soon. Our group have almost finished a survival wave based top down shooter called at the moment -something something road-. You take control of a young woman named Ariana. A traveling saleswoman that have to defend herself from bandits during trips. Set in a spaghetti western steam punk world near India she defends from […]

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Program: Programming