Yearly Archives: 2016

Blogpost Four!

Another week of animation! Since last week I have had so much fun with the new death animation for the player plane. This week I got to do the death animation for the blimp, or the “Led Zeppelin” as it’s called. Erik Levin in our group made the Led Zeppelin’s moving animation and art in the game. It was up to me to make his nice blimp blow up. Fine by me mohahahaha.

Erik’s blimp, now this is gonna be fun […]

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Program: Graphics

Blogpost Four!

Another week of animation! Since last week I have had so much fun with the new death animation for the player plane. This week I got to do the death animation for the blimp, or the “Led Zeppelin” as it’s called. Erik Levin in our group made the Led Zeppelin’s moving animation and art in the game. It was up to me to make his nice blimp blow up. Fine by me mohahahaha.

Erik’s blimp, now this is gonna be fun […]

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Program: Graphics

Kommentar till G.12

Tjena gubbar, har kikat igenom eran repository och jag ser att ni inte lagt till något i karaktärens .H eller .CPP fil. Men samtidigt har ni en rätt kort kod och jag kan för tillfället inte testa den då det är flera error i koden. Men av det jag har förstått, nu kollar jag på kollissioner. Är att ni använder er av X-koordinaten av spelare och X-koordinat av fiende för att kolla kollission. Detta betyder att Spriten för dessa båda […]

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Program: Programming

Kommentar till G.12

Tjena gubbar, har kikat igenom eran repository och jag ser att ni inte lagt till något i karaktärens .H eller .CPP fil. Men samtidigt har ni en rätt kort kod och jag kan för tillfället inte testa den då det är flera error i koden. Men av det jag har förstått, nu kollar jag på kollissioner. Är att ni använder er av X-koordinaten av spelare och X-koordinat av fiende för att kolla kollission. Detta betyder att Spriten för dessa båda […]

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Program: Programming

Vecka 4

Den här veckan har handlat mycket om att få färdigt spelet i ett spelbart skick tills betan. De mesta finns nu i spelet men det känns fortfarande som det finns massor som behöver fixas, sättas ihop, finslipas etc. Något som knappt tidigare existerat och som vi fått mycket kritik för att vi inte prioriterat är feedbacken i spelet, d.v.s. att det händer saker men det är mycket svårt för spelaren att uppfatta detta.
Förutom att fixa allt ljud så behövde […]

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Program: Programming

Vecka 4

Den här veckan har handlat mycket om att få färdigt spelet i ett spelbart skick tills betan. De mesta finns nu i spelet men det känns fortfarande som det finns massor som behöver fixas, sättas ihop, finslipas etc. Något som knappt tidigare existerat och som vi fått mycket kritik för att vi inte prioriterat är feedbacken i spelet, d.v.s. att det händer saker men det är mycket svårt för spelaren att uppfatta detta.
Förutom att fixa allt ljud så behövde […]

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Program: Programming

Tornados

Hi guys!
This week I will talk about tornados. Or more precisely tornado animation.
In our game we have a power up that allows the player to summon a tornado which eliminates all the enemies and obstacles currently present on the screen.
A few weeks back I did the icon for the power up which ended up like this.
However, this was only concept art and the art style of the game has change a bit since then.
I have never animated a tornado before […]

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Program: Graphics

Tornados

Hi guys!
This week I will talk about tornados. Or more precisely tornado animation.
In our game we have a power up that allows the player to summon a tornado which eliminates all the enemies and obstacles currently present on the screen.
A few weeks back I did the icon for the power up which ended up like this.
However, this was only concept art and the art style of the game has change a bit since then.
I have never animated a tornado before […]

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Program: Graphics

Desolate Echo – Week 6

This week I worked on some animations for the Spyderling – one of the enemies in the game – and specifically on its death animation. I am really satisfied with the result.
A more crystalline creature
A creature of flesh and blood
 
 
 
 
 
 
 
 
 
When we first conceptualized the spyderlings, we envisioned them to be either creatures made up in part of crystals or to be creatures that had crystals growing on/into them.
This affected the death animation, as we would have to decide whether to have […]

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Program: Graphics

Desolate Echo – Week 6

This week I worked on some animations for the Spyderling – one of the enemies in the game – and specifically on its death animation. I am really satisfied with the result.
A more crystalline creature
A creature of flesh and blood
 
 
 
 
 
 
 
 
 
When we first conceptualized the spyderlings, we envisioned them to be either creatures made up in part of crystals or to be creatures that had crystals growing on/into them.
This affected the death animation, as we would have to decide whether to have […]

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Program: Graphics

The Minimap

When you have a playing field that’s large enough so the screen barely covers 1/5th of the map, you’re going to have issues with knowing where the enemies, obstacles or what you now have is coming from. When you’re also limited in how fast you can check all directions, it’s just going to be an frustrating experience unless you have some other way to see where the enemies are coming from.
The most obvious and straight-forward to this is a minimap. […]

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Program: Programming

The Minimap

When you have a playing field that’s large enough so the screen barely covers 1/5th of the map, you’re going to have issues with knowing where the enemies, obstacles or what you now have is coming from. When you’re also limited in how fast you can check all directions, it’s just going to be an frustrating experience unless you have some other way to see where the enemies are coming from.
The most obvious and straight-forward to this is a minimap. […]

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Program: Programming

Dum dum dum dduuuuuu, Week 4 of Game development reflections, le Music edition

Heeeyyoooo!! Well, well, back here yet again are we? Yep, that’s right, you guessed it! It’s time for the next post of GAME DEVELOPMENT!! So, we are now six weeks into the course and the Beta is coming to it’s end. I’m starting to sweat bullets, as we still got some things to work out and finish and the deadline is just coming closer and closer. Most of the things left is programming assets and the programmers are staying up […]

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Program: Graphics

Dum dum dum dduuuuuu, Week 4 of Game development reflections, le Music edition

Heeeyyoooo!! Well, well, back here yet again are we? Yep, that’s right, you guessed it! It’s time for the next post of GAME DEVELOPMENT!! So, we are now six weeks into the course and the Beta is coming to it’s end. I’m starting to sweat bullets, as we still got some things to work out and finish and the deadline is just coming closer and closer. Most of the things left is programming assets and the programmers are staying up […]

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Program: Graphics

Inlägg 4

Trowl.
Stress och hur det påverkar dig som spelare.
I vårat spel har vi ingen health bar som traditionella spel brukar ha eller liv i form av hjärtan som försvinner när spelaren tar skada.
I Trowl så har spelaren en mätare som konstant ökar som kallas stress.
Stress ökar hela tiden under spelets gång med en konstant hastighet och ifall spelaren blir träffad av en fiende så skjuter stress upp med x procent. Samma ifall en av owletsen blir träffad av en fiende.
För att sänka […]

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Program: Programming

Inlägg 4

Trowl.
Stress och hur det påverkar dig som spelare.
I vårat spel har vi ingen health bar som traditionella spel brukar ha eller liv i form av hjärtan som försvinner när spelaren tar skada.
I Trowl så har spelaren en mätare som konstant ökar som kallas stress.
Stress ökar hela tiden under spelets gång med en konstant hastighet och ifall spelaren blir träffad av en fiende så skjuter stress upp med x procent. Samma ifall en av owletsen blir träffad av en fiende.
För att sänka […]

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Program: Programming

Week four post

So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself

Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

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Program: Graphics

Week four post

So this week i actually worked on something else than the enemies for our game. This week was dedicated to the animation of the games protagonist himself: Captain Noleg himself

Up until this point we had only made keyframes for the captains different states. These were all we needed in order to test the game out and see if his design and color scheme would work in the background. However, at this time all the keyframes for the games different enemies and […]

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Program: Graphics

V.6

Goder afton läsare.
Denna vecka har jag varit upptagen med att bygga klart kometen från förra veckan. Den har fått sig en fungerande rörelse, det har visat sig vara ytterst krångligt att få dethär att fungera som det ska. Jag tror att stor del av detta är att självklart oerfarenhet. Nästa problem hänger nog på att vi inte har gjort vettiga states. Vi använder just nu oss av enums för att hålla i alla olika states. Vilket gör, vad jag tror i […]

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Program: Programming

V.6

Goder afton läsare.
Denna vecka har jag varit upptagen med att bygga klart kometen från förra veckan. Den har fått sig en fungerande rörelse, det har visat sig vara ytterst krångligt att få dethär att fungera som det ska. Jag tror att stor del av detta är att självklart oerfarenhet. Nästa problem hänger nog på att vi inte har gjort vettiga states. Vi använder just nu oss av enums för att hålla i alla olika states. Vilket gör, vad jag tror i […]

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Program: Programming

Potato Pirates of The Prohibition – New Hud

Hello dear readers, this week I have been working on finishing the loading system in the game, I have also been working on a new experimental HUD that I will be focusing on in this week’s blog post.
New HUD
Before going into detail on how it works and looks I thought I would give some backstory, in the beta playtest and earlier we had a more “static” HUD, it was kind of basic but did what we wanted, you could see […]

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Program: Programming

Potato Pirates of The Prohibition – New Hud

Hello dear readers, this week I have been working on finishing the loading system in the game, I have also been working on a new experimental HUD that I will be focusing on in this week’s blog post.
New HUD
Before going into detail on how it works and looks I thought I would give some backstory, in the beta playtest and earlier we had a more “static” HUD, it was kind of basic but did what we wanted, you could see […]

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Program: Programming

Power up, Moonshine

This past week has been quite busy as the beta is approaching!
One of the things I have done this past week is writing the code for some of our power-ups and implementing them into our game. The power-up I will discuss in this post is our Moonshine ability.
The idea behind the moonshine power-up is that it should slow down everything in the game, including the player. The player’s movement speed however shouldn’t get slowed down as much as everything else […]

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Program: Programming

Power up, Moonshine

This past week has been quite busy as the beta is approaching!
One of the things I have done this past week is writing the code for some of our power-ups and implementing them into our game. The power-up I will discuss in this post is our Moonshine ability.
The idea behind the moonshine power-up is that it should slow down everything in the game, including the player. The player’s movement speed however shouldn’t get slowed down as much as everything else […]

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Program: Programming