Yearly Archives: 2016

Player

What
This week I have been working with making a player class. The player class is so that an object of the player type can be made. It should include a vector2 of its position, a sprite to draw the player on screen and a rectangle to check collision with other objects. The class should include functions that return these variables. There should also be an update function that updates the players position.  In the update funtion I will take keyboard […]

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Program: Programming

Player

What
This week I have been working with making a player class. The player class is so that an object of the player type can be made. It should include a vector2 of its position, a sprite to draw the player on screen and a rectangle to check collision with other objects. The class should include functions that return these variables. There should also be an update function that updates the players position.  In the update funtion I will take keyboard […]

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Program: Programming

Meny! v.4

Hallå hallå! Några hårstrån fattigare och en huvudmeny avklarad är vad senaste veckan har givit spelet vårat. I projektet har vi haft en meny som egentligen bara varit en bild, som visas till man trycker på mellanslag (space). Detta vill vi såklart göra någonting åt och det är äntligen fixat.  Jag har jobbat med att få denna menyn fungerande ett tag nu.
Det jag från initialt ville få fram var en meny där du använder musen för att för att klicka dig fram. […]

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Program: Programming

Meny! v.4

Hallå hallå! Några hårstrån fattigare och en huvudmeny avklarad är vad senaste veckan har givit spelet vårat. I projektet har vi haft en meny som egentligen bara varit en bild, som visas till man trycker på mellanslag (space). Detta vill vi såklart göra någonting åt och det är äntligen fixat.  Jag har jobbat med att få denna menyn fungerande ett tag nu.
Det jag från initialt ville få fram var en meny där du använder musen för att för att klicka dig fram. […]

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Program: Programming

Planet Suburbia – Sektor Ett

Dags för ett nytt inlägg! (Jag tål inte att ha uppgifter liggandes, vilket betyder att ni snart kan ha inlägg för resten av kursen. 😛 …om jag inte har det, ana oråd…)
Den här gången tänkte jag skriva om mitt arbete med sektor ett på vår egen framtidsversion av planeten jorden. I vårt spel är planeten uppdelad i fyra olika sektorer där varje sektor har ett eget tema. Då spelaren ska kunna rotera fritt mellan planetens sektorer genom att snurra på […]

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Program: Graphics

Planet Suburbia – Sektor Ett

Dags för ett nytt inlägg! (Jag tål inte att ha uppgifter liggandes, vilket betyder att ni snart kan ha inlägg för resten av kursen. 😛 …om jag inte har det, ana oråd…)
Den här gången tänkte jag skriva om mitt arbete med sektor ett på vår egen framtidsversion av planeten jorden. I vårt spel är planeten uppdelad i fyra olika sektorer där varje sektor har ett eget tema. Då spelaren ska kunna rotera fritt mellan planetens sektorer genom att snurra på […]

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Program: Graphics

Blog Week 2 – A Race To Meet Alpha

Week two ended in a cliffhanger sort of way for me. Due to an old project that i was to hand in two days before alpha presentation I wasn’t participating in the ”wrap up” of the prototypes we had been working on for the presentation until as i said, one day before presentation date. This made it sort of a race of time for me and my coworker in programming the ”shippable” alpha version of our game.
So lets start at […]

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Program: Programming

Blog Week 2 – A Race To Meet Alpha

Week two ended in a cliffhanger sort of way for me. Due to an old project that i was to hand in two days before alpha presentation I wasn’t participating in the ”wrap up” of the prototypes we had been working on for the presentation until as i said, one day before presentation date. This made it sort of a race of time for me and my coworker in programming the ”shippable” alpha version of our game.
So lets start at […]

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Program: Programming

Stone-cold

One more week gone by in what feels like the blink of an eye, and another week where I feel I have been underperforming. A week where my problems once more has been of a personal nature rather than professional, for the most part.
I have quite learned to loathe stones this week, let me tell you. All day, every day, have been shading stones, and I am still not done. It is infuriating, as well as terribly monotonous. But alas, […]

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Program: Graphics

Stone-cold

One more week gone by in what feels like the blink of an eye, and another week where I feel I have been underperforming. A week where my problems once more has been of a personal nature rather than professional, for the most part.
I have quite learned to loathe stones this week, let me tell you. All day, every day, have been shading stones, and I am still not done. It is infuriating, as well as terribly monotonous. But alas, […]

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Program: Graphics

3D-III Pre-production

It’s been a while!
Since the last update a new, animation-focused course has started, 3D-III. Our first assignment was to (in groups of three) create a pre-production package for a character of our choice. I work with Kim Teroni Borg (modeling main mesh and head, finalizing animations) and Nayomi Arvell (modeling of secondary parts, character background, texturing). My responsibilities for this project are concept art, rigging and skinning and blocking out the main character animations). We brainstormed and agreed that a […]

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Program: Graphics

3D-III Pre-production

It’s been a while!
Since the last update a new, animation-focused course has started, 3D-III. Our first assignment was to (in groups of three) create a pre-production package for a character of our choice. I work with Kim Teroni Borg (modeling main mesh and head, finalizing animations) and Nayomi Arvell (modeling of secondary parts, character background, texturing). My responsibilities for this project are concept art, rigging and skinning and blocking out the main character animations). We brainstormed and agreed that a […]

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Program: Graphics

Flight of the Giraffa – Update 2

This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]

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Program: Programming

Flight of the Giraffa – Update 2

This week I’ve created Button class for our GUI. The button class works just like a collision box with a state. The state is either “pressed” or “not pressed” and is determent whether a mouse button is pressed and also if the mouse’s position is inside its bounds. This is what happens inside the function “SetPressed”.
The statement can later be retrieved from a “IsPressed” function. The Second half of button, is the Reset function. It will reset the state from […]

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Program: Programming

HealthBar, meltbar, meltdown -.-‘

Denna vecka har jag inte hunnit arbeta speciellt mycket pga att jag varit tvungen att komplettera en tidigare kurs där inlämningen var igår(onsdag). Därför har all fokus idag legat på att göra spelet godkänt för Alphan som ska visas upp. Det innebär för min del skapandet av ett GUI, eller för att vara mer exakt, endast en health bar för tillfället.
Vår tanke är att huvudkaraktären i spelet inte ska ha något direkt liv, utan det ska baseras på hur mycket […]

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Program: Programming

HealthBar, meltbar, meltdown -.-‘

Denna vecka har jag inte hunnit arbeta speciellt mycket pga att jag varit tvungen att komplettera en tidigare kurs där inlämningen var igår(onsdag). Därför har all fokus idag legat på att göra spelet godkänt för Alphan som ska visas upp. Det innebär för min del skapandet av ett GUI, eller för att vara mer exakt, endast en health bar för tillfället.
Vår tanke är att huvudkaraktären i spelet inte ska ha något direkt liv, utan det ska baseras på hur mycket […]

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Program: Programming

MERMAID RIVER BLOG #2 – Full Throttle

Hello out there,
This week sure passed by like a wind. We have started preparing for alpha presentation and members of Team 4 have gone full throttle! A few days ago we presented to our class a game filled with a pitch black screen and a color-changing cube, raving its way through the screen. Due to last week’s planning we couldn’t show any of our art and objects which was a let down, but things change quite fast in our group!
We […]

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Program: Graphics

MERMAID RIVER BLOG #2 – Full Throttle

Hello out there,
This week sure passed by like a wind. We have started preparing for alpha presentation and members of Team 4 have gone full throttle! A few days ago we presented to our class a game filled with a pitch black screen and a color-changing cube, raving its way through the screen. Due to last week’s planning we couldn’t show any of our art and objects which was a let down, but things change quite fast in our group!
We […]

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Program: Graphics

Collision with and without AABB #2 Group 12

Hello readers!, today I’ll be speaking about Axis-Aligned Bounding Box, Circular Collision aswell as the Seperate Axis Theorem, so lets get right at it!, the reason I’ve worked on collision is because my group has been preparing for the official date of our alpha, which is 19/02/16 and due to this I’ve finally included a collision system into the game.
So you might ask yourself, “why do you need to go through three different collision systems when you only need one?” […]

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Program: Programming

Collision with and without AABB #2 Group 12

Hello readers!, today I’ll be speaking about Axis-Aligned Bounding Box, Circular Collision aswell as the Seperate Axis Theorem, so lets get right at it!, the reason I’ve worked on collision is because my group has been preparing for the official date of our alpha, which is 19/02/16 and due to this I’ve finally included a collision system into the game.
So you might ask yourself, “why do you need to go through three different collision systems when you only need one?” […]

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Program: Programming

Programming our Heads up display

I began our fifth week by fixing a few problems I had with my missile movement by taking the values from inside the window so now they work properly.
I had an exciting task ahead of me this week I had to program our Heads up display and what my group wanted was something different from what you would normally see in a game. Where in games you have numbers and health bars everywhere but not to different and it ended […]

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Program: Game Design

Programming our Heads up display

I began our fifth week by fixing a few problems I had with my missile movement by taking the values from inside the window so now they work properly.
I had an exciting task ahead of me this week I had to program our Heads up display and what my group wanted was something different from what you would normally see in a game. Where in games you have numbers and health bars everywhere but not to different and it ended […]

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Program: Game Design

Week two post

This week, like the previous one, i spent a lot of time  on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]

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Program: Graphics

Week two post

This week, like the previous one, i spent a lot of time  on the design and production of new enemies for our game. In particular The blowfish. This enemy is intended to enter the screen slowly from the left and have the ability to shoot ”spikes” at the player. This however is not it’s main purpose. In the final product the blowfish will hav e the mechanic to blow up upon death, producing several spikes that swiftly flies in all […]

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Program: Graphics