Yearly Archives: 2016

Blog week 6 – Story pictures

Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]

/ Comments Off on Blog week 6 – Story pictures
Program: Graphics

Blog week 6 – Story pictures

Hello! Not much happened this week when it comes to graphics. Alot of time were spent on very small arifacts, writing in our design dokument or managing our backlog. Most of the in-game graphics were done but there was one last piece that we implemented this week: The story.
So this week we’ll take a look at the story-pictures that I drew for the intro of the game, wich sets up the event that you, the player, will take part in. […]

/ Comments Off on Blog week 6 – Story pictures
Program: Graphics

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

/ Comments Off on Sista inlägget
Program: Programming

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

/ Comments Off on Sista inlägget
Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

/ Comments Off on Building a Menu ground up. Part 2.
Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

/ Comments Off on Building a Menu ground up. Part 2.
Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

/ Comments Off on [5SD033]Blog 6 – Level Design
Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

/ Comments Off on [5SD033]Blog 6 – Level Design
Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

/ Comments Off on Cogwheel Main Menu
Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

/ Comments Off on Cogwheel Main Menu
Program: Programming

Sista veckan!

Hej på er!
Den här veckan har varit ganska lugnt då all grafik i spelet blev klar i början av veckan. Så det man har sysslat med sen dess har varit att kolla igenom grafiken och gjort små förbättringar. Ska också nämna att det här är sista veckan då vi jobbar på vårt spel. Imorgon är det finalen och då ska spelet vara helt klar och presenteras, det kommer bli otroligt kul att se slutresultaten från alla grupper.
Så, vad har jag […]

/ Comments Off on Sista veckan!
Program: Graphics

Sista veckan!

Hej på er!
Den här veckan har varit ganska lugnt då all grafik i spelet blev klar i början av veckan. Så det man har sysslat med sen dess har varit att kolla igenom grafiken och gjort små förbättringar. Ska också nämna att det här är sista veckan då vi jobbar på vårt spel. Imorgon är det finalen och då ska spelet vara helt klar och presenteras, det kommer bli otroligt kul att se slutresultaten från alla grupper.
Så, vad har jag […]

/ Comments Off on Sista veckan!
Program: Graphics

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

/ Comments Off on Bugfixing and Implementation of the last Assets before the Release
Program: Programming

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

/ Comments Off on Bugfixing and Implementation of the last Assets before the Release
Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

/ Comments Off on Del 6 – Sista dagen före inlämning.
Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

/ Comments Off on Del 6 – Sista dagen före inlämning.
Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

/ Comments Off on It's Raining Crates
Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

/ Comments Off on It's Raining Crates
Program: Programming

Game Development – 6th Blog Entry

Hello again, everyone! I’m back again to write about my work on our team project “Potato Pirates” one last time. It’s been a journey to say the least, as this is the first time I’ve been a part of the development of an actual game.
Lately, the work I’ve been doing on the game is mostly smaller touch ups like updating older graphics assets so that they follow our visual style guide. That is basically also what the task I’m going […]

/ Comments Off on Game Development – 6th Blog Entry
Program: Graphics

Game Development – 6th Blog Entry

Hello again, everyone! I’m back again to write about my work on our team project “Potato Pirates” one last time. It’s been a journey to say the least, as this is the first time I’ve been a part of the development of an actual game.
Lately, the work I’ve been doing on the game is mostly smaller touch ups like updating older graphics assets so that they follow our visual style guide. That is basically also what the task I’m going […]

/ Comments Off on Game Development – 6th Blog Entry
Program: Graphics

Blogginlägg nr6

Halloj!
Den här veckan har gruppen försökt pussla ihop det sista och fixa lite sådana grejer som vi känt vart viktiga för spelet men som vi inte ännu hade klart och bortprioriterat lite. En sak som vi fått ganska mycket kritik för av framförallt Marcus har vart att spelaren inte får någon direkt info om hur spelet spelas och att spelet inte riktigt förklaras. Detta har jag försökt åtgärda i veckan med en ganska simpel tutorial.
Eftersom vi var ganska sent ute […]

/ Comments Off on Blogginlägg nr6
Program: Programming

Blogginlägg nr6

Halloj!
Den här veckan har gruppen försökt pussla ihop det sista och fixa lite sådana grejer som vi känt vart viktiga för spelet men som vi inte ännu hade klart och bortprioriterat lite. En sak som vi fått ganska mycket kritik för av framförallt Marcus har vart att spelaren inte får någon direkt info om hur spelet spelas och att spelet inte riktigt förklaras. Detta har jag försökt åtgärda i veckan med en ganska simpel tutorial.
Eftersom vi var ganska sent ute […]

/ Comments Off on Blogginlägg nr6
Program: Programming

Implementing A Narrative

This week has been quite a hectic one to say the least. We have mostly been iterating all of our planned assets and some have even been scrapped. Most of the menus and buttons have been reworked. One of the most essential part of our game is the narrative, which has sort of been put to the side for a long time. The general idea of how we wanted the player interact with the narrative was not necessarily through the […]

/ Comments Off on Implementing A Narrative
Program: Programming

Implementing A Narrative

This week has been quite a hectic one to say the least. We have mostly been iterating all of our planned assets and some have even been scrapped. Most of the menus and buttons have been reworked. One of the most essential part of our game is the narrative, which has sort of been put to the side for a long time. The general idea of how we wanted the player interact with the narrative was not necessarily through the […]

/ Comments Off on Implementing A Narrative
Program: Programming