Yearly Archives: 2015
The sixth week of programming.
Emil Elthammar and I started to work on a replica of the classic game Bomberman. We’re using the same engine that we created during our Arkanoid project. This week I didn’t really code anything at all in our project
The sixth week of programming.
Emil Elthammar and I started to work on a replica of the classic game Bomberman. We’re using the same engine that we created during our Arkanoid project. This week I didn’t really code anything at all in our project
The fifth week of programming.
I’ve been really bad at updating my blog so I will try to remember what we did certain weeks.
If I remember correctly this is the week we finished our Arkanoid project. We added the images to the game with an extension named SDL_IMAGE. With this extension we could and images of different file endings and convert them to the same image type in our program.
The fifth week of programming.
I’ve been really bad at updating my blog so I will try to remember what we did certain weeks.
If I remember correctly this is the week we finished our Arkanoid project. We added the images to the game with an extension named SDL_IMAGE. With this extension we could and images of different file endings and convert them to the same image type in our program.
The second week of programming.
This week we learned about pointers in C++. By adding a ‘*’ at the end of the data type you create a pointer. They are used to point on a memory address instead of a value.
If you add a ‘&’ at the front of the variable name you access the variables memory address and if you add a ‘*’ in front of the variable you will access the value of the pointer.
The second week of programming.
This week we learned about pointers in C++. By adding a ‘*’ at the end of the data type you create a pointer. They are used to point on a memory address instead of a value.
If you add a ‘&’ at the front of the variable name you access the variables memory address and if you add a ‘*’ in front of the variable you will access the value of the pointer.
Dev Diary
Closing in on the hand-in date for our final assignment in Game Programming I!
12/1 17:30 – 21:30
To do:
comment camera
sound effect on hit
gui
remove colliders when exiting rooms (we’re currently only removing the POINTER to the colliders, not the colliders themselves, resulting in a memory leak!)
get keys to work
Discussed how to get keys to work, and how to prevent global entities from displaying when entering new rooms. Decided to remove global entities, eg an enemy, when entering new rooms using an iterator […]
Dev Diary
Closing in on the hand-in date for our final assignment in Game Programming I!
12/1 17:30 – 21:30
To do:
comment camera
sound effect on hit
gui
remove colliders when exiting rooms (we’re currently only removing the POINTER to the colliders, not the colliders themselves, resulting in a memory leak!)
get keys to work
Discussed how to get keys to work, and how to prevent global entities from displaying when entering new rooms. Decided to remove global entities, eg an enemy, when entering new rooms using an iterator […]
Lighting of character
Its been a little break with the blog posts over Christmas and new year but now i’m back and I will try to write at least one post per week.
I had an assignment over the Christmas break to create light and forms in my character. It was a big challenge for me personally because I have never lighted a character or painted this seriously.
But given it is my first time ever doing something like this I am very pleased with […]
Lighting of character
Its been a little break with the blog posts over Christmas and new year but now i’m back and I will try to write at least one post per week.
I had an assignment over the Christmas break to create light and forms in my character. It was a big challenge for me personally because I have never lighted a character or painted this seriously.
But given it is my first time ever doing something like this I am very pleased with […]
Space Invaders – Key input
The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]
Space Invaders – Key input
The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]
Space Invaders – Key input
The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]
Space Invaders – Key input
The Arcanoid code we use as the structure for the space invaders clone used mouse input to control the paddle. We wanted to use keyboard input instead so this had to be changed. This task should actually be rather simple, but I had problems to make it work. I spent a lot of time looking at the Arcanoid to figure out where the changes should be made and how to make them.
The problem lied in how I had written SDL_KEYDOWN […]
Game programming – the ninth week, work on the third assignment
This week I continued my work on the particle effects. We have three distinct effects in our game now: explosions, smoke and bubbles.
Next week will be focused on wrapping up the game project as well as presenting it.
Game programming – the ninth week, work on the third assignment
This week I continued my work on the particle effects. We have three distinct effects in our game now: explosions, smoke and bubbles.
Next week will be focused on wrapping up the game project as well as presenting it.
Game programming I – Week 7 – 10
During the Christmas, most progress was stalled and I instead tried to learn more programming through videos.
When I got back after the Christmas, we made minor progress with our pellets, but little more.
These weeks have been largely uneventful.
Filed under: 5SD022, Game programming I – 5SD022, University Tagged: Game programming, Pac-man
Game programming I – Week 7 – 10
During the Christmas, most progress was stalled and I instead tried to learn more programming through videos.
When I got back after the Christmas, we made minor progress with our pellets, but little more.
These weeks have been largely uneventful.
Filed under: 5SD022, Game programming I – 5SD022, University Tagged: Game programming, Pac-man
This weeks production on the helium engine
Working with the states gave me a better understanding on something I’ve worked with for some time. I’ve been looking at each feature we’re putting in such as 3rd person camera, a cube, a goal, a button(GUI), a HUD and been thinking how each class should be structured.
Its pretty simple if you think about it. You have a function that constructs the feature, another that update it if it needs to and one that draws it.
The problem we are looking […]
This weeks production on the helium engine
Working with the states gave me a better understanding on something I’ve worked with for some time. I’ve been looking at each feature we’re putting in such as 3rd person camera, a cube, a goal, a button(GUI), a HUD and been thinking how each class should be structured.
Its pretty simple if you think about it. You have a function that constructs the feature, another that update it if it needs to and one that draws it.
The problem we are looking […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]
Week 9 | Red Plane1942
I’ve been working on a menu system by creating classes such as the following:
GUI_Element: Is the base class for all GUI classes.
GUI_Label: Contains a Draw() function and a SpriteText* variable. It can also be parented to another GUI_Element.
GUI_Image: Contains a Draw() function and a Sprite* variable. It can also be parented to another GUI_Element.
GUI_Button: Contains a Draw() and a CheckCollision() function, a Collider* variable, a GUI_Label* variable and two GUI_Image* variables. One image is for the button sprite. The other […]