Monthly Archives: February 2016

Enemy Plane and related Instancing

This week I have been focusing on compressing all enemy-related code, like collision, shooting and so on, into class specific functions, to allow more enemies to be generated, and to more easily adjust things like how and at what rate enemies fire bullets…
…and they do fire a lot of bullets; you could say its a shooting gallery out there and not be wrong.
 
I  started out by taking into account what functions each Enemy needed to have run, and how it […]

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Program: Programming

Enemy Plane and related Instancing

This week I have been focusing on compressing all enemy-related code, like collision, shooting and so on, into class specific functions, to allow more enemies to be generated, and to more easily adjust things like how and at what rate enemies fire bullets…
…and they do fire a lot of bullets; you could say its a shooting gallery out there and not be wrong.
 
I  started out by taking into account what functions each Enemy needed to have run, and how it […]

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Program: Programming

Desolate Echo – Week 5

So, for this week I present an attacking Prowler, one of the hostile creatures found in the caverns of Echo Six.
It looks like this:
Prowler and hovercraft comparison

 
 
 
 
 
 
As usual, I used GraphicsGale for this. The animation is 16 frames long and each frame consists of four separate animations: the arms, wings, head and body (this is the order in which I animated them). The animation is only played when the Prowler comes within a certain range from the player.
I began with the […]

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Program: Graphics

Desolate Echo – Week 5

So, for this week I present an attacking Prowler, one of the hostile creatures found in the caverns of Echo Six.
It looks like this:
Prowler and hovercraft comparison

 
 
 
 
 
 
As usual, I used GraphicsGale for this. The animation is 16 frames long and each frame consists of four separate animations: the arms, wings, head and body (this is the order in which I animated them). The animation is only played when the Prowler comes within a certain range from the player.
I began with the […]

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Program: Graphics

Creating a NPC in programming Part 2

Hi ,
today i want to talk about how i had implemented our second character , the president, in our game ,planet suburbia.First off i am going to give you some information about him without spoiling our story for you.
Ronald Bronson Gump Jr.
President of Earth
The president will appear in the end of the game, to
give the player his/her final scoring.
That is our main function for our President right now.
Just i like i had to do it last week , i have to do […]

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Program: Programming

Creating a NPC in programming Part 2

Hi ,
today i want to talk about how i had implemented our second character , the president, in our game ,planet suburbia.First off i am going to give you some information about him without spoiling our story for you.
Ronald Bronson Gump Jr.
President of Earth
The president will appear in the end of the game, to
give the player his/her final scoring.
That is our main function for our President right now.
Just i like i had to do it last week , i have to do […]

/ Comments Off on Creating a NPC in programming Part 2
Program: Programming

Remake

Hello there! I am back to tell you some of my week.
Last week we had a Alpha presentation of our game. We got some critics for mixing different styles of graphics so my main job this week have been to fix some of this in the menys and sektors. The sektors as you can see from my previous posts are mostly, but not only, pixelart and since we decided to focus on pixelart that is now what we have done.

Sektor […]

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Program: Graphics

Remake

Hello there! I am back to tell you some of my week.
Last week we had a Alpha presentation of our game. We got some critics for mixing different styles of graphics so my main job this week have been to fix some of this in the menys and sektors. The sektors as you can see from my previous posts are mostly, but not only, pixelart and since we decided to focus on pixelart that is now what we have done.

Sektor […]

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Program: Graphics

Blog week 3 – Sound edit and even more asteroids

Blog week three is upon us! Our group has fought so hard these couple of weeks and as a team member I couldn’t be more proud of them.
So what have I done this week? Well since the beta is getting closer it’s been hard for us four graphics-students to create new content, since it has to be implemented in time by our programmers. Therefore, we’ve been trying to come up with stuff to draw that is not very hard to put into […]

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Program: Graphics

Blog week 3 – Sound edit and even more asteroids

Blog week three is upon us! Our group has fought so hard these couple of weeks and as a team member I couldn’t be more proud of them.
So what have I done this week? Well since the beta is getting closer it’s been hard for us four graphics-students to create new content, since it has to be implemented in time by our programmers. Therefore, we’ve been trying to come up with stuff to draw that is not very hard to put into […]

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Program: Graphics

Week 3 – Kaboom

This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]

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Program: Graphics

Week 3 – Kaboom

This week I have been tasked with making the animation for the baked potato explosion. The baked potato is a power-up in our game, it is just a potato with a stick of dynamite in it, but it sure is effective at taking down 1920’s biplanes.
The reason why I was tasked with this is becuase, well, we needed an animation for this and I chose to do it.
Making the animation was not difficult, but since I am supposed to write […]

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Program: Graphics

Game Development – 3rd Blog Entry

Hello again, and welcome to my third blog entry in the series where I detail the progress that our team is making in the development of our student project game. If you want more information on the project and earlier work done in it, you can find that in the earlier blog posts.
This week, I will talk about an asset that I created for out game during last week’s production sprint.
Unfortunately, I was sick in a cold for the beginning […]

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Program: Graphics

Game Development – 3rd Blog Entry

Hello again, and welcome to my third blog entry in the series where I detail the progress that our team is making in the development of our student project game. If you want more information on the project and earlier work done in it, you can find that in the earlier blog posts.
This week, I will talk about an asset that I created for out game during last week’s production sprint.
Unfortunately, I was sick in a cold for the beginning […]

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Program: Graphics

Animation Methods Part 1

Today I will briefly talk about an artifact I made this week as well as some basic animation techniques, as requested. So let’s get started, shall we?
Crawler Attack
Top down view
One of the artifacts I worked on this week was an attack animation for one of our enemies, the “Crawler”. When the Crawler is close enough to the player sprite it will perform a swiping attack, hurting the player for a fair amount of damage. And my task was to animate […]

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Program: Graphics

Animation Methods Part 1

Today I will briefly talk about an artifact I made this week as well as some basic animation techniques, as requested. So let’s get started, shall we?
Crawler Attack
Top down view
One of the artifacts I worked on this week was an attack animation for one of our enemies, the “Crawler”. When the Crawler is close enough to the player sprite it will perform a swiping attack, hurting the player for a fair amount of damage. And my task was to animate […]

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Program: Graphics

After the hammer…

Seeing as how I missed to check in last week, this will now be my second post about the development process for the game with the working title ”Desolate Echo”. And to be honest last week were primarly dedicated to prepare for the Alpha presentation that I screwed up.
Anyway, in this post I will talk about how I went about to research and design the solution to the biggest problem pe,ople have pointed out about my leveldesign, the fact that […]

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Program: Graphics

After the hammer…

Seeing as how I missed to check in last week, this will now be my second post about the development process for the game with the working title ”Desolate Echo”. And to be honest last week were primarly dedicated to prepare for the Alpha presentation that I screwed up.
Anyway, in this post I will talk about how I went about to research and design the solution to the biggest problem pe,ople have pointed out about my leveldesign, the fact that […]

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Program: Graphics

Spelutveckling Vecka 5

Föregående vecka var en vecka som verkligen krävde allt från gruppen då vi skulle samla allt vi hade till en presentation då vi har nått första milstolpen i produktionen som kallas för en Alpha. Detta är alltså den absolut första spelbara versionen av spelet. En av de saker jag fick göra var att animera när Captain Skip Legday simmar.
 
Då föregående animation tog lite mer än en vecka så var jag tvungen att ge allt för att bli klar med animationen […]

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Program: Graphics

Spelutveckling Vecka 5

Föregående vecka var en vecka som verkligen krävde allt från gruppen då vi skulle samla allt vi hade till en presentation då vi har nått första milstolpen i produktionen som kallas för en Alpha. Detta är alltså den absolut första spelbara versionen av spelet. En av de saker jag fick göra var att animera när Captain Skip Legday simmar.
 
Då föregående animation tog lite mer än en vecka så var jag tvungen att ge allt för att bli klar med animationen […]

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Program: Graphics

Hearts, Hearts, Hearts!

Alright, so as the title may imply I have been working on hearts this week, among other things. The hearts that I am talking about are the healthpoints. We had some sort of healthpoints before but we have reworked them about 3 times now.
The first hearts looked good but was made to fit with out first HUD layout with smudged edges and a lot of colors. When we decided to make everything simple and less smudged we remade those into […]

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Program: Graphics

Hearts, Hearts, Hearts!

Alright, so as the title may imply I have been working on hearts this week, among other things. The hearts that I am talking about are the healthpoints. We had some sort of healthpoints before but we have reworked them about 3 times now.
The first hearts looked good but was made to fit with out first HUD layout with smudged edges and a lot of colors. When we decided to make everything simple and less smudged we remade those into […]

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Program: Graphics

Enum states

Hejsan! I dagens blogginlägg tänkte jag att jag skulle skriva om mitt arbete i gruppen under vecka tre. Min uppgift var att skapa en meny för spelet. Vad vi behövde för menyn var en ”play-knapp”, ”option-knapp” och en ”quit-knapp”. Men problemet här var att vi inte hade några ”states” som spelet kunde vandra mellan.”states” kan man säga är ett typ av stadium i ett spel t.ex. ”menustate” där spelets meny håller till eller ”gamestate” där spelet ”spelas” ut i. Så […]

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Program: Programming

Enum states

Hejsan! I dagens blogginlägg tänkte jag att jag skulle skriva om mitt arbete i gruppen under vecka tre. Min uppgift var att skapa en meny för spelet. Vad vi behövde för menyn var en ”play-knapp”, ”option-knapp” och en ”quit-knapp”. Men problemet här var att vi inte hade några ”states” som spelet kunde vandra mellan.”states” kan man säga är ett typ av stadium i ett spel t.ex. ”menustate” där spelets meny håller till eller ”gamestate” där spelet ”spelas” ut i. Så […]

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Program: Programming