Author Archives: Adrian Hedqvist
Projects
2017 A Rat Betwixt
A local multiplayer, turn-based strategy game using mobile phones as controllers. 2016 Gravity Sling
A local multiplayer game for two players.
Planet Suburbia
A twin-stick shooter where space invaders meets tower defence.
Projects
2017 A Rat Betwixt
A local multiplayer, turn-based strategy game using mobile phones as controllers. 2016 Gravity Sling
A local multiplayer game for two players.
Planet Suburbia
A twin-stick shooter where space invaders meets tower defence.
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 […]
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 […]
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 […]
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 […]
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 […]
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 […]
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
Let […]
You got a new Highscore!
This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.
Let […]
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse och sf::Keyboard har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse
och sf::Keyboard
har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Men ett bättre sätt för att få bort […]
Code Review: Grupp 9, spelarklass
Det allra första som jag tänkte på när jag kollade igenom spelarklassen var det att ni använder en inputklass, men ni använder den till saker som SFML redan har inbyggt. sf::Mouse
och sf::Keyboard
har redan det ni behöver, varför återskapa det? Det enda som jag kan komma på som man skulle kunna använda en egen inputklass till som SFML inte redan gör åt en är keybinds, vilket ni kanske har planerat.
Men ett bättre sätt för att få bort […]
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 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 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 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.