Monthly Archives: March 2014

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

BETA Approaching

This is the last week before BETA.
So, here we are trying to finish up as much as possible before the game is to be put forth for play testing this Monday and later the big BETA presentation next Friday. During this kind of hectic time you sometimes find yourself in need of the answers to the questions you probably should have asked about a week ago when you had two weeks to think it over.
One of these questions is as […]

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Program: Graphics

Sprites again?

If you’ve been following this blog, you will know a fair bit about the sprites I’ve been making. Last week I talked about the level two sprite. The logical progression is that today I will be talking about the level three sprite, which I will.
The level three sprite was a mixed bag of obstacles. The weapon she would be using had no clear concept at all, the only thing that was set in stone was that it was supposed to […]

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Program: Graphics

Sprites again?

If you’ve been following this blog, you will know a fair bit about the sprites I’ve been making. Last week I talked about the level two sprite. The logical progression is that today I will be talking about the level three sprite, which I will.
The level three sprite was a mixed bag of obstacles. The weapon she would be using had no clear concept at all, the only thing that was set in stone was that it was supposed to […]

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Program: Graphics

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, […]

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Program: 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, […]

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Program: Programming

Haunted Light – Button class

This time I’ll be talking about a simple Button-class that I created this weak and the planning involved around it.
When I was thinking this through and listing everything I needed for the class to do what we want it to do, I planned it to be unnecessarily complicated. How I planned it was that it would be very similar to SFML’s own Sprite class. By creating 4 points, or verticies, they dictate the buttons size and then we could […]

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Program: Programming

Haunted Light – Button class

This time I’ll be talking about a simple Button-class that I created this weak and the planning involved around it.
When I was thinking this through and listing everything I needed for the class to do what we want it to do, I planned it to be unnecessarily complicated. How I planned it was that it would be very similar to SFML’s own Sprite class. By creating 4 points, or verticies, they dictate the buttons size and then we could […]

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Program: Programming

Terminal: Fly City

After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]

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Program: Graphics

Terminal: Fly City

After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]

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Program: Graphics

Week 7 – With Intent

There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]

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Program: Programming

Week 7 – With Intent

There isn’t much I can write about this week, since I got a sudden call this Tuesday. I’ll be taking the ferry back to the mainland tomorrow afternoon, I’ll earn some money from it and the traveling expenses is being paid, I couldn’t really pass up on that now could I?
During the last weekend and into Monday, I’ve been working on the Collision Manager, Unlike the first version of the collision manager that took 2 arguments (position and radius), the […]

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Program: Programming

University Projects: Level 1 Design

Hello everyone!

This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]

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Program: Graphics

University Projects: Level 1 Design

Hello everyone!

This week, I’ve been working on finalizing the first level in our game. This was interesting because I got to work from the ground up, starting out with the basic design, getting started on environmental design, finishing it, designing the puzzles intended for the map and then finishing the details of it all.
So Level 1s design is based around a library. The reason for using a library was both that it was easy to design multiple encounters all in […]

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Program: Graphics

Game configurations

Today I am going to talk about game configurations and how they were implemented in the project. A configuration file is just a ordinary text file with game information that is loaded into the game. But I am not doing this the ordinary way, I am using something much better.We start of this post by asking ourselves a question.
Why do we need configurations?Every game needs some sort of configuration to make it easier to change things on demand and making it […]

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Program: Programming

Game configurations

Today I am going to talk about game configurations and how they were implemented in the project. A configuration file is just a ordinary text file with game information that is loaded into the game. But I am not doing this the ordinary way, I am using something much better.We start of this post by asking ourselves a question.
Why do we need configurations?Every game needs some sort of configuration to make it easier to change things on demand and making it […]

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Program: Programming

Animations and life

To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde

What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (http://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]

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Program: Graphics

Animations and life

To live is the rarest thing in the world. Most people exist, that is all. – Oscar Wilde

What is life without motion? What is motion without joy? What is joy without soul?
In the beginning of development to our game (http://lindermeister.wordpress.com/2014/02/01/week-2-of-game-development/) we didn’t lay so much emphasize on animation. Me personally thought that as it was a top down shooter, animation would come in fourth place as it isn’t very detailed animations you can do. We don’t have those […]

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Program: Graphics

Reflektion av veckans arbete: Vecka 4

Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]

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Program: Graphics

Reflektion av veckans arbete: Vecka 4

Denna vecka har jag jobbat med ett nytt enemy koncept för spelets lite mörkare delar. Det ska vara mer djupvattenfiskar som i min åsikt är rätt fula, men kul att teckna. Jag samlade lite inspiration genom att googla deep water fish innan jag började. Det finns diverse olika fula fiskar i havet tydligen men jag fann inspiration ifrån http://seavenger.info/wp-content/uploads/2011/06/hatchet11.jpg men jag trappade ner det fula en del, och detaljer för att det skulle funka mer med vår grafiska bit. […]

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Program: Graphics

Loading screen; presenting with style

I’m starting to feel, that I’m running out of things to write about, since most of the assets I create are very similar, and I feel that such posts would benefit noone.
At this point in the project, we’ve come to a place where we don’t have much to do, graphically. It’s mostly just finishing up and refining what we have and adding extras. One of those extras, we realized, was a loading/splash screen. Looking at our usual style-guide (http://www.youtube.com/watch?v=BBgghnQF6E4), we […]

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Program: Graphics

Loading screen; presenting with style

I’m starting to feel, that I’m running out of things to write about, since most of the assets I create are very similar, and I feel that such posts would benefit noone.
At this point in the project, we’ve come to a place where we don’t have much to do, graphically. It’s mostly just finishing up and refining what we have and adding extras. One of those extras, we realized, was a loading/splash screen. Looking at our usual style-guide (http://www.youtube.com/watch?v=BBgghnQF6E4), we […]

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Program: Graphics