Author Archives: Niklas Svantesson

Game Programming III – the second week, linked lists part three (3)


Hello again!
Let’s try to finish up the linked list. Last time I put up a completely functional linked list for integer variables. We now need to remake it into a list that can story data any type, in other words we need to make it generic.
There are a few things different about this version. First off we will need to write it all in the header file and not use any source file at all because we are […]

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Program: Programming

Game Programming III – the second week, linked lists part three (3)


Hello again!
Let’s try to finish up the linked list. Last time I put up a completely functional linked list for integer variables. We now need to remake it into a list that can story data any type, in other words we need to make it generic.
There are a few things different about this version. First off we will need to write it all in the header file and not use any source file at all because we are […]

/ Comments Off on Game Programming III – the second week, linked lists part three (3)
Program: Programming

Game Programming III – the second week, linked lists part two (2)

 

Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]

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Program: Programming

Game Programming III – the second week, linked lists part two (2)

 

Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]

/ Comments Off on Game Programming III – the second week, linked lists part two (2)
Program: Programming

Game Programming III – the second week, linked lists part two (2)


Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]

/ Comments Off on Game Programming III – the second week, linked lists part two (2)
Program: Programming

Game Programming III – the second week, linked lists part two (2)


Hello again.
Let’s continue with our linked list shall we? This post will (hopefully) go through the remaining methods for our linked list and in part three (3) I will make a variant that is generic, so that it can store all types of data, not just integer values. I’ve added a clear method to the class as well as deallocations in the destructor to prevent memory leaks. I should also point out that the methods are not always showing […]

/ Comments Off on Game Programming III – the second week, linked lists part two (2)
Program: Programming

Game Programming III – the first week, linked lists part one (1)

 

Hello!
A new course in game programming has started and its first week is coming to an end. In this course we’ve been given an assignment divided into three (3) parts. I decided to start working on the first part this week. The first part requires me to create two elementary data structures, a custom linked list and a binary search tree. These must be created from scratch using my own C++ code. These structures must also be generic, meaning […]

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Program: Programming

Game Programming III – the first week, linked lists part one (1)

 

Hello!
A new course in game programming has started and its first week is coming to an end. In this course we’ve been given an assignment divided into three (3) parts. I decided to start working on the first part this week. The first part requires me to create two elementary data structures, a custom linked list and a binary search tree. These must be created from scratch using my own C++ code. These structures must also be generic, meaning […]

/ Comments Off on Game Programming III – the first week, linked lists part one (1)
Program: Programming

Game Programming III – the first week, linked lists part one (1)


Hello!
A new course in game programming has started and its first week is coming to an end. In this course we’ve been given an assignment divided into three (3) parts. I decided to start working on the first part this week. The first part requires me to create two elementary data structures, a custom linked list and a binary search tree. These must be created from scratch using my own C++ code. These structures must also be generic, meaning […]

/ Comments Off on Game Programming III – the first week, linked lists part one (1)
Program: Programming

Game Programming III – the first week, linked lists part one (1)


Hello!
A new course in game programming has started and its first week is coming to an end. In this course we’ve been given an assignment divided into three (3) parts. I decided to start working on the first part this week. The first part requires me to create two elementary data structures, a custom linked list and a binary search tree. These must be created from scratch using my own C++ code. These structures must also be generic, meaning […]

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Program: Programming

Board game analysis: Betrayal at House on the Hill™

By: Niklas Svantesson

Introduction
Betrayal at House on the Hill™ is a family board game for 3-6 players of ages 12 and up. The scenario is that a group of people decide to explore an old abandoned house, on a hill. Eventually, one of the players will betray the others. The game then becomes a fight between the Traitor and the rest of the players. However, the fight between the players can be quite different between play sessions, as there are […]

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Program: Programming

Board game analysis: Betrayal at House on the Hill™

By: Niklas Svantesson

Introduction
Betrayal at House on the Hill™ is a family board game for 3-6 players of ages 12 and up. The scenario is that a group of people decide to explore an old abandoned house, on a hill. Eventually, one of the players will betray the others. The game then becomes a fight between the Traitor and the rest of the players. However, the fight between the players can be quite different between play sessions, as there are […]

/ Comments Off on Board game analysis: Betrayal at House on the Hill™
Program: Programming

Board game analysis: Betrayal at House on the Hill™

By: Niklas Svantesson

Introduction
Betrayal at House on the Hill™ is a family board game for 3-6 players of ages 12 and up. The scenario is that a group of people decide to explore an old abandoned house, on a hill. Eventually, one of the players will betray the others. The game then becomes a fight between the Traitor and the rest of the players. However, the fight between the players can be quite different between play sessions, as there are […]

/ Comments Off on Board game analysis: Betrayal at House on the Hill™
Program: Programming

Board game analysis: Betrayal at House on the Hill™

By: Niklas Svantesson

Introduction
Betrayal at House on the Hill™ is a family board game for 3-6 players of ages 12 and up. The scenario is that a group of people decide to explore an old abandoned house, on a hill. Eventually, one of the players will betray the others. The game then becomes a fight between the Traitor and the rest of the players. However, the fight between the players can be quite different between play sessions, as there are […]

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Program: Programming

Board game analysis: KILL DOCTOR LUCKY™

Introduction
KILL DOCTOR LUCKY™ is a family board game for three to seven players. The goal is to murder a non-player character (NPC) by the name of Doctor Lucky. However you can only murder someone once so the player that gets to Doctor Lucky first is the winner. You cannot just walk up to the doctor and stab him though. There are severe restrictions in place that prevent you from even attempting a murder, and even then the other players have […]

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Program: Programming

Board game analysis: KILL DOCTOR LUCKY™

Introduction
KILL DOCTOR LUCKY™ is a family board game for three to seven players. The goal is to murder a non-player character (NPC) by the name of Doctor Lucky. However you can only murder someone once so the player that gets to Doctor Lucky first is the winner. You cannot just walk up to the doctor and stab him though. There are severe restrictions in place that prevent you from even attempting a murder, and even then the other players have […]

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Program: Programming

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

Game Developement and Coding 13 March 2014 – Entity Manager

The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
 
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
 
It stores pointers to […]

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Program: Programming

Game Developement and Coding 13 March 2014 – Entity Manager

The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
 
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
 
It stores pointers to […]

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Program: Programming

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming