Yearly Archives: 2015

Why not add some Enemies


Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated and the oncoming tide halted. Summoning is […]

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Program: Programming

Why not add some Enemies


Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated and the oncoming tide halted. Summoning is […]

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Program: Programming

Even more animations

So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]

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Program: Graphics

Even more animations

So lately I have been working on reworking some animations for our game Fancy Mansion. What I have been trying to do is to make our walking animation more comical to fit our style or eventually get the comical aspect down in some other animations. The hard part of this task is to exaggerate some aspects of the movement and to translate it to our pixelated style. So far I haven’t been able to transition this exaggerated movement in a […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Weekly assignment #3 Enemy character – Again.

Hello again!
So this week has been some what of a rerun of the first week. During the first weeks we decided to go with an isometric perspective of our game to play at our strong side, since we were twice the graphic students than we are programmers (4/2). Some problems came and up and our group didn’t have the knowledge to implement isometric graphic to an isometric view. This left us with isometric graphic, which could not be implemented to […]

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Program: Graphics

Mole Munch – Dev log 3

Denna veckan har jag fortsatt att jobba på vattnet. Mellan förra bloggposten och denna så har vi i gruppen fått ett fungerande vattenflöde, men vattenflödet skapades på spelarens position och hade ingen kollision. Det första jag gjorde var att skapa kollision mellan trädgårdsmästaren och hålen på ovansidan. På bilden till höger kan man se hur hålen på ovansidan ser ut, ett av hålen är tomt och ett är fyllt med vatten som trädgårdsmästaren har fyllt på. Detta är det slutgiltiga […]

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Program: Programming

Mole Munch – Dev log 3

Denna veckan har jag fortsatt att jobba på vattnet. Mellan förra bloggposten och denna så har vi i gruppen fått ett fungerande vattenflöde, men vattenflödet skapades på spelarens position och hade ingen kollision. Det första jag gjorde var att skapa kollision mellan trädgårdsmästaren och hålen på ovansidan. På bilden till höger kan man se hur hålen på ovansidan ser ut, ett av hålen är tomt och ett är fyllt med vatten som trädgårdsmästaren har fyllt på. Detta är det slutgiltiga […]

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Program: Programming

Week 6 of spelutveckling introduktion-Logger animation part 2


This week I continued working on the logger animations. I started out with working on the walk animations, with the one facing the viewer being worked on first.
Using the same technique as last week, that is I used the lasso tool in photoshop to select the left foot, and moved it slightly toward the viewer, then redrew the ankle and thigh so that it connected to the foot feasibly, after which i moved the right foot slightly […]

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Program: Graphics

Week 6 of spelutveckling introduktion-Logger animation part 2


This week I continued working on the logger animations. I started out with working on the walk animations, with the one facing the viewer being worked on first.
Using the same technique as last week, that is I used the lasso tool in photoshop to select the left foot, and moved it slightly toward the viewer, then redrew the ankle and thigh so that it connected to the foot feasibly, after which i moved the right foot slightly […]

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Program: Graphics

Game Development Blog 3.

This week in our game development course things have been a little bit contradictory.
After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, […]

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Program: Graphics

Game Development Blog 3.

This week in our game development course things have been a little bit contradictory.
After the alpha was completed and our group was allowed to stay together, we ended up a little bit on a cloud and as such I am fearfull of the fact that we might have fallen a bit behind again. At the moment we are in a place that is still not so bad, but I am a little bit uneasy about the future 4 weeks. Anyways, […]

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Program: Graphics

”The eagle”

This week I’ve been working on implementing the last aspect that will serve as a threat for the player, the eagle. The player can at random occasions see an eagles shadow on the ground, if the player would move into the shadows aggrorange, there will be a sound playing which will be kind of a screech to simulate an eagle. After a period of time, which will be decided upon later in the process when we start to balance, there […]

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Program: Programming

”The eagle”

This week I’ve been working on implementing the last aspect that will serve as a threat for the player, the eagle. The player can at random occasions see an eagles shadow on the ground, if the player would move into the shadows aggrorange, there will be a sound playing which will be kind of a screech to simulate an eagle. After a period of time, which will be decided upon later in the process when we start to balance, there […]

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Program: Programming

Ambient Pressure: Swimming Animation, Diver

This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:

It only includes the basic, main […]

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Program: Graphics

Ambient Pressure: Swimming Animation, Diver

This week I’ll be talking about my process in the making of the main character’s animation.
First off, I did a very loose sketch of how the animation could look like, even before the base sprite was finished. This was to just feel if I could really pull off a swimming animation and to give myself some time to consider how to work with it. So, here is the first sketch which I worked from:

It only includes the basic, main […]

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Program: Graphics

First of tutorial levels

I was persuaded to split up my design for a large Mole Munch tutorial level into smaller levels, and I belive this was fortunate because now when somebody tries the game they won´t need to deal with too much new information within a single level. It also allowed for some new dynamics when I decided to make the first level quite small and without any real danger to the player.
Because the game only use the arrow keys, one key to […]

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Program: Graphics

First of tutorial levels

I was persuaded to split up my design for a large Mole Munch tutorial level into smaller levels, and I belive this was fortunate because now when somebody tries the game they won´t need to deal with too much new information within a single level. It also allowed for some new dynamics when I decided to make the first level quite small and without any real danger to the player.
Because the game only use the arrow keys, one key to […]

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Program: Graphics

Speldesign Blogg #3

Denna vecka har jag äntligen klarat det! Förra veckan så jobbade jag med en HealthBar och p.g.a sjukdom så gick det inte speciellt bra. Men denna vecka har verkligen varit en kickstart för mig. Jag har nu lyckats få en helt funktionell healthbar! Den fungerar så att om fienden krockar med spelaren tappar spelaren liv och då sjunker livet som visas av healtbaren. Healthbaren fungerar så att den använder programmets egna form-skapare. Så den skapar en fyrkant, som minskar i bredd […]

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Program: Programming

Speldesign Blogg #3

Denna vecka har jag äntligen klarat det! Förra veckan så jobbade jag med en HealthBar och p.g.a sjukdom så gick det inte speciellt bra. Men denna vecka har verkligen varit en kickstart för mig. Jag har nu lyckats få en helt funktionell healthbar! Den fungerar så att om fienden krockar med spelaren tappar spelaren liv och då sjunker livet som visas av healtbaren. Healthbaren fungerar så att den använder programmets egna form-skapare. Så den skapar en fyrkant, som minskar i bredd […]

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Program: Programming

Update #3 On Project Mole Munch

This week we finally managed to get the water flowing without lagging up the entire computer. To give a short recap from the concept (more can be found in the first post here), I’ll describe the purpose of the water as an artifact in the game. Further down in the post I’ll describe how it was achieved and the motivation behind the steps taken to make it work.
First off, the water is the […]

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Program: Programming

Update #3 On Project Mole Munch

This week we finally managed to get the water flowing without lagging up the entire computer. To give a short recap from the concept (more can be found in the first post here), I’ll describe the purpose of the water as an artifact in the game. Further down in the post I’ll describe how it was achieved and the motivation behind the steps taken to make it work.
First off, the water is the […]

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Program: Programming

Dynamic level creation and pooling

This week my main objective has been focusing of managing how our game handles entities (basically objects of the game like: obstacles, powerups and background objects). The way our game works now is that in the beginning the entire level structure is imported from a couple of text files and straight after that we create new instances (copies) of the objects and places those instances at the spots specified in the text file.
This might sound all good and great but […]

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Program: Programming

Dynamic level creation and pooling

This week my main objective has been focusing of managing how our game handles entities (basically objects of the game like: obstacles, powerups and background objects). The way our game works now is that in the beginning the entire level structure is imported from a couple of text files and straight after that we create new instances (copies) of the objects and places those instances at the spots specified in the text file.
This might sound all good and great but […]

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Program: Programming