Yearly Archives: 2015

Creating a score multiplier

Score is an important part of our space shooter-game. To make the player want to come back and play our levels, we have implemented high score. When you hit enemies close to the beat, you will start to build up a score multiplier which gives you a higher score. Therefore you will get a higher score when you practice the different levels over and over again.
To show the player how well he or she is doing, I have created a score multiplier […]

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Program: Graphics

Creating a score multiplier

Score is an important part of our space shooter-game. To make the player want to come back and play our levels, we have implemented high score. When you hit enemies close to the beat, you will start to build up a score multiplier which gives you a higher score. Therefore you will get a higher score when you practice the different levels over and over again.
To show the player how well he or she is doing, I have created a score multiplier […]

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Program: Graphics

Level/Room transitions!

Hello again!
This week I will cover an interesting problem I encountered this week. The solution to the issue is probably obvious, but…Hopefully some good suggestions will come out of the comments! 🙂
So, in order to get some clarity on the issue, I need to explain how our game will handle levels/rooms.
We will render out ONE room at a time, when we go into a new room, the old room we was in will basically be deleted, flushed out of the system […]

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Program: Graphics

Level/Room transitions!

Hello again!
This week I will cover an interesting problem I encountered this week. The solution to the issue is probably obvious, but…Hopefully some good suggestions will come out of the comments! 🙂
So, in order to get some clarity on the issue, I need to explain how our game will handle levels/rooms.
We will render out ONE room at a time, when we go into a new room, the old room we was in will basically be deleted, flushed out of the system […]

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Program: Graphics

Player Avatar Animations

Alright! Another Thursday, another game development post. A quick recap:
The game my group and I are working on is called The Fancy Mansion Heist, and it’s about a burglar breaking into the luxurious mansion of Mr. Otto von Fancy, a trigger happy elderly man. Your objective is to steal as many valuables as you can in the shortest amount of time possible, without being discovered by Otto, who will shoot you upon sight.
Now, my main task have been to animate the […]

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Program: Graphics

Player Avatar Animations

Alright! Another Thursday, another game development post. A quick recap:
The game my group and I are working on is called The Fancy Mansion Heist, and it’s about a burglar breaking into the luxurious mansion of Mr. Otto von Fancy, a trigger happy elderly man. Your objective is to steal as many valuables as you can in the shortest amount of time possible, without being discovered by Otto, who will shoot you upon sight.
Now, my main task have been to animate the […]

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Program: Graphics

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Game Development –Introduction: Week 6

This week as my major task I’ve continued working on the melee enemy animations, this time the skill animation. It’s still not quite finished in color with all layers so I can’t present the finalized, perspective-corrected version.
So what I did first, was make a quick 6-frame sketch, like the one for the walk-animation. Most of the animations I’ve made for this game are confined to 6 frames. It looks well enough in-game and balances fluidity with time and effort spent. […]

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Program: Graphics

Week 7: More animating!

Hello!
I’m finding it more difficult ever time I do this. I can’t really find anything to write about that I haven’t already written about, so this time I’ll be less technical about my animations, and just explain why I did them the way I did. If you’re interested in a more technical approach to how I animate, then I recommend checking out my previous post “Week 6: Animating in photoshop.”
This week I set out to animate the attack animations for […]

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Program: Graphics

Week 7: More animating!

Hello!
I’m finding it more difficult ever time I do this. I can’t really find anything to write about that I haven’t already written about, so this time I’ll be less technical about my animations, and just explain why I did them the way I did. If you’re interested in a more technical approach to how I animate, then I recommend checking out my previous post “Week 6: Animating in photoshop.”
This week I set out to animate the attack animations for […]

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Program: Graphics

Artifact 4

Artifact 4- Heartbeat Bat

Our game project is slowly coming to an end and most of our assignments are getting finished. This week I am going to write about my work on the dash effect that our bat is going to use in the game to get to different places faster. The dash effect will be available to use downwards, upwards and forward by double clicking the keyboard buttons “d”, “w” and “s”. Our group got inspiration from the game […]

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Program: Graphics

Artifact 4

Artifact 4- Heartbeat Bat

Our game project is slowly coming to an end and most of our assignments are getting finished. This week I am going to write about my work on the dash effect that our bat is going to use in the game to get to different places faster. The dash effect will be available to use downwards, upwards and forward by double clicking the keyboard buttons “d”, “w” and “s”. Our group got inspiration from the game […]

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Program: Graphics

Game Development – Nr.4 | Magic Writer

HighscoreManager
This week i have been working on updating a previous version of our high score system. The first version of the system worked in three steps. The first step was to load a .txt file and read different scores such as ”1000” etc. The second step was to sort all of the scores with the highest score first. The third step was to add a new high score and check if the new score mad e it to the high […]

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Program: Programming

Game Development – Nr.4 | Magic Writer

HighscoreManager
This week i have been working on updating a previous version of our high score system. The first version of the system worked in three steps. The first step was to load a .txt file and read different scores such as ”1000” etc. The second step was to sort all of the scores with the highest score first. The third step was to add a new high score and check if the new score mad e it to the high […]

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Program: Programming

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics

Blogpost IV – Fancy Mansion

This week on animating the equipped armor
Last week I only animated the sideways walk cycles for the armor worn by the player. The task want better than I had expected and did not take as many hours as anticipated. Because of that I decided to make both the front and the back animation. At first, the only actual knowledge I had of making these kinds of walk cycles were that the legs had to be smaller when further away and […]

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Program: Graphics

Week 7 of Spelutveckling, introduktion. Cleaning up.

This week, I have been working on cleaning up, changing and fixing the different things I’ve worked on earlier.
So let’s start with the changes. The logger that I’ve been working on has gone having a green hood to a red hood. The green hood he had before blended in with the environment, and made the game harder to read. Me and the lead artist came to the solution to make the enemies in the game instead have a primarily red […]

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Program: Graphics

Week 7 of Spelutveckling, introduktion. Cleaning up.

This week, I have been working on cleaning up, changing and fixing the different things I’ve worked on earlier.
So let’s start with the changes. The logger that I’ve been working on has gone having a green hood to a red hood. The green hood he had before blended in with the environment, and made the game harder to read. Me and the lead artist came to the solution to make the enemies in the game instead have a primarily red […]

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Program: Graphics

”Sonic spike trap”

This week I’ve been working on implementing another object for the game, the “Sonic spike trap”. The main purpose for this object is that it will serve as a distraction for the player. As you can see it’s a circle shaped sprite with a blue circle outside of it. The blue circle is the traps “aggro range” which means that the player can’t enter unless it’s destroyed. Think of it as some kind of sound waves that this trap emits […]

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Program: Programming

”Sonic spike trap”

This week I’ve been working on implementing another object for the game, the “Sonic spike trap”. The main purpose for this object is that it will serve as a distraction for the player. As you can see it’s a circle shaped sprite with a blue circle outside of it. The blue circle is the traps “aggro range” which means that the player can’t enter unless it’s destroyed. Think of it as some kind of sound waves that this trap emits […]

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Program: Programming

Power Up Bullet

During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]

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Program: Programming

Power Up Bullet

During this week I have not really worked on a single large ”artifact” that provides a good topic for a blog post. Unfortunately I also became sick yesterday so I apologize if the quality of this blog post is somewhat lacking. This week have mainly been about tuning already existing parts of the game, like adding animations. For example the new lane animations we have to provide the player with a visual separation of the three different lanes and also show […]

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Program: Programming

Mole Munch – Dev log 4

Den här veckan har jag jobbat på att få bort alla minnesluckor som vi hade i vårat spel. En minneslucka är när man lagrar minne på ”heap” minnet. I Vårat spel så skapades minnesläckor väldigt ofta. Varje gång vi gjorde ett nytt objekt så skapades minnesläckor. Så när vi i början av spelet skapade 50 olika objekt som till exempel jordgubbar och mullvaden så uppkom flera minnesläckor. På bilden nedan ser man flera objekt i spelet. Till höger om mullvaden […]

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Program: Programming

Mole Munch – Dev log 4

Den här veckan har jag jobbat på att få bort alla minnesluckor som vi hade i vårat spel. En minneslucka är när man lagrar minne på ”heap” minnet. I Vårat spel så skapades minnesläckor väldigt ofta. Varje gång vi gjorde ett nytt objekt så skapades minnesläckor. Så när vi i början av spelet skapade 50 olika objekt som till exempel jordgubbar och mullvaden så uppkom flera minnesläckor. På bilden nedan ser man flera objekt i spelet. Till höger om mullvaden […]

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Program: Programming