Monthly Archives: March 2014

Problem solved! Next Mission: WeaponManager and EquipManager

This week I will start with some good professional work:
During this past week I have gotten the WeaponManager to correctly work.
In order to make the std::map in my favor I needed the pointer* in the class I wanted to use weapon to make a new weapon and a new weaponManager.
Like this bellow as you can see I have added a Weapon* pointer in order to even find the data I thought was there to begin with.
You hit and miss sometimes […]

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Program: Programming

Problem solved! Next Mission: WeaponManager and EquipManager

This week I will start with some good professional work:
During this past week I have gotten the WeaponManager to correctly work.
In order to make the std::map in my favor I needed the pointer* in the class I wanted to use weapon to make a new weapon and a new weaponManager.
Like this bellow as you can see I have added a Weapon* pointer in order to even find the data I thought was there to begin with.
You hit and miss sometimes […]

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Program: Programming

Game Project Week 7 – Textures

So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]

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Program: Graphics

Game Project Week 7 – Textures

So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]

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Program: Graphics

Project – Week 5

It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task  I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]

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Program: Graphics

Project – Week 5

It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task  I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]

/ Comments Off on Project – Week 5
Program: Graphics

Project – Week 5

It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task  I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]

/ Comments Off on Project – Week 5
Program: Graphics

Project – Week 5

It’s getting closer to the second playtesting session and the Beta, and I’ve continued working on character animation this week. It’s been a bit tougher this week though, especially with the task  I’m currently working on: the main character’s death animation.
In the game you can be shot down by guards if you’re spotted while sneaking around, and the player doesn’t have any HP so being shot equals death and game over.
So the animation has to show (clearly) that the player […]

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Program: Graphics

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming

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

Level design and Experience

Hello Minions
This week I’ve been focusing on the design for the game, that includes design document, level design and experience curve.
I want to start talking a bit about the experience curve and numbers. There have been a lot of numbers, and then I mean a lot. Experience curve is something that the player will never notice if it’s done properly, done wrong and the game will do a lot of damage.
So, with no experience (game design wise) about curves and […]

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Program: Graphics

Level design and Experience

Hello Minions
This week I’ve been focusing on the design for the game, that includes design document, level design and experience curve.
I want to start talking a bit about the experience curve and numbers. There have been a lot of numbers, and then I mean a lot. Experience curve is something that the player will never notice if it’s done properly, done wrong and the game will do a lot of damage.
So, with no experience (game design wise) about curves and […]

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Program: Graphics

Bosses implemented

This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]

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Program: Programming

Bosses implemented

This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]

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Program: Programming

Animations

So this week I’ve made animations. I’ve made guard walk and idle animation and spy walk, idle and sneak animation. I was pleasantly surprised when I realized that it wasn’t as hard and time consuming as I thought. In the beginning of the week I learned how to make the animations into sprite sheets. I think it was so easy because we are doing everything in 64 times 64 squares.
The one I thought was the most fun animation to make […]

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Program: Graphics

Animations

So this week I’ve made animations. I’ve made guard walk and idle animation and spy walk, idle and sneak animation. I was pleasantly surprised when I realized that it wasn’t as hard and time consuming as I thought. In the beginning of the week I learned how to make the animations into sprite sheets. I think it was so easy because we are doing everything in 64 times 64 squares.
The one I thought was the most fun animation to make […]

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Program: Graphics

Game Project Week 7 – Textures

So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]

/ Comments Off on Game Project Week 7 – Textures
Program: Graphics

Game Project Week 7 – Textures

So it’s week 7 of our game project and it’s time for another blog post, this week I have continued my work on the graphics for the rooms. We decided to go for another texture for the walls because its resolution was too low and some of the details on the texture were a bit blurry, due to that I started this week by making a new texture. You can see a comparison of the old and new texture further down on the page.
I started by adding the different lines on to the main texture, on one […]

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Program: Graphics

Suit Em Up, various stuff and some other stuff including particles

Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

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Program: Programming

Suit Em Up, various stuff and some other stuff including particles

Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

/ Comments Off on Suit Em Up, various stuff and some other stuff including particles
Program: Programming

Aggressive Bystander – Voice-Overs

This week I’ve been focused on getting some voice-overs done for our game, voice-overs are essentially all of the sounds that can’t be produced using sound effects and digital tools in a DAW (digital audio workstation)

The sounds we were going to try and produce was the sounds of our various characters getting hit by various blunt objects or getting shot, there was also the matter of producing the sound of a crowd chanting various non-propaganda like chants which was […]

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Program: Graphics

Aggressive Bystander – Voice-Overs

This week I’ve been focused on getting some voice-overs done for our game, voice-overs are essentially all of the sounds that can’t be produced using sound effects and digital tools in a DAW (digital audio workstation)

The sounds we were going to try and produce was the sounds of our various characters getting hit by various blunt objects or getting shot, there was also the matter of producing the sound of a crowd chanting various non-propaganda like chants which was […]

/ Comments Off on Aggressive Bystander – Voice-Overs
Program: Graphics