Monthly Archives: March 2014

Them artifacts…

This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]

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Program: Programming

Them artifacts…

This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

Project Report 2014-03-05

Thought I’d delve into the finer details of a specific map I’ve been working on this week which is intended to be the very first room of the game where the player is introduced to the two main enemies of the game. The first level is probably the most important part of almost any game, as it’s how the player is first introduced to its elements and features. It is here that you establish a communication between the player and […]

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Program: Graphics

Project Report 2014-03-05

Thought I’d delve into the finer details of a specific map I’ve been working on this week which is intended to be the very first room of the game where the player is introduced to the two main enemies of the game. The first level is probably the most important part of almost any game, as it’s how the player is first introduced to its elements and features. It is here that you establish a communication between the player and […]

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Program: Graphics

Them artifacts…

This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]

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Program: Programming

Them artifacts…

This week I have picked up some work that I find very interesting. An enemy spawner! It is going to spawn the enemies in waves that last for 1 minute and we’re going to have 10 waves that we will have to be able to balance. It will be fun to make this enemy spawner! It’s still in research stadium though (or slightly beyond it since I’ve got it figured out…) but since it’s not in our code yet this […]

/ Comments Off on Them artifacts…
Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

/ Comments Off on ConfigManager – Reading from files
Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

/ Comments Off on ConfigManager – Reading from files
Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

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Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

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Program: Programming

Artifact Post 4 – Level Building

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Program: Programming

Artifact Post 4 – Level Building

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Program: Programming

Old ‘n’ pink


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Program: Graphics

Old ‘n’ pink


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Program: Graphics

Game Project – Static objects and another tree

For this weeks post im gonna talk about the finalizing the lost souls animation, static objects for the game and a background object with a tree.
So first im gonna talk about the lost soul animation. I have added color, shadow and highlights to it. I chose light blue as it makes it feel like something that is a little depressed and lonely and it will show good against the green foreground that you walk on. It also differs a lot […]

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Program: Graphics

Game Project – Static objects and another tree

For this weeks post im gonna talk about the finalizing the lost souls animation, static objects for the game and a background object with a tree.
So first im gonna talk about the lost soul animation. I have added color, shadow and highlights to it. I chose light blue as it makes it feel like something that is a little depressed and lonely and it will show good against the green foreground that you walk on. It also differs a lot […]

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Program: Graphics

Another somewhat productive day

Had a better day today. Turns out most of the things i had written in my Scrum planning had been solved in bolt’s latest version. Removing guards when they are killed and fixing the crashes i was having when dropping and throwing items. However Bolt recently stepped in and added a new class and derived class for weapons which will be useful in the future but messed up my existing method for throwing and drawing items.
Today i added a virtual […]

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Program: Programming

Another somewhat productive day

Had a better day today. Turns out most of the things i had written in my Scrum planning had been solved in bolt’s latest version. Removing guards when they are killed and fixing the crashes i was having when dropping and throwing items. However Bolt recently stepped in and added a new class and derived class for weapons which will be useful in the future but messed up my existing method for throwing and drawing items.
Today i added a virtual […]

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Program: Programming

Playground Panic Sprites

Last week I managed to catch a stupid cold, which resulted in me not producing anything for almost the entire week. And that delayed this blog post severely to. Nevertheless I managed to get some work done over the weekend.
I made the sprites for the female player character, the kids on tricycle, the fast moving kid and the slow moving kid. I also established the art style that the rest of the sprites will have.
I did some testing by placing […]

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Program: Graphics

Playground Panic Sprites

Last week I managed to catch a stupid cold, which resulted in me not producing anything for almost the entire week. And that delayed this blog post severely to. Nevertheless I managed to get some work done over the weekend.
I made the sprites for the female player character, the kids on tricycle, the fast moving kid and the slow moving kid. I also established the art style that the rest of the sprites will have.
I did some testing by placing […]

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Program: Graphics