Browsing 'Programming': Posts from Game Design and Programming
The Green Warden – Report 6
Image looks weird because it is too big
This week I have been trying to do the final work on the main menu to prepare for bug fixes and such next week.
Since the post last week I have been able to load into the main menu state, I can now play music in the main menu and the background is being successfully loaded.
Changing states works in theory, but only in theory and I have yet to find where the problem […]
The Green Warden – Report 6
Image looks weird because it is too big
This week I have been trying to do the final work on the main menu to prepare for bug fixes and such next week.
Since the post last week I have been able to load into the main menu state, I can now play music in the main menu and the background is being successfully loaded.
Changing states works in theory, but only in theory and I have yet to find where the problem […]
Memory – the abundance of memory an Illusion
Memory a subject approached with caution.
Without fixing memory leaks your program will continue to use more and more memory. DANGER!
Sometimes you do not have a real choice though and have to approach it, unfortunately I had to approach the subj
ect and try and find all the memory leaks in a project I and five others are making. This is because the program needs to be optimized in this way and as an assignment we need to […]
Memory – the abundance of memory an Illusion
Memory a subject approached with caution.
Without fixing memory leaks your program will continue to use more and more memory. DANGER!
Sometimes you do not have a real choice though and have to approach it, unfortunately I had to approach the subj
ect and try and find all the memory leaks in a project I and five others are making. This is because the program needs to be optimized in this way and as an assignment we need to […]
Fancy Mansion: Aesthetic Goals
This week has been spent polishing our game design document before the deadline. Since we’ve prioritized the document, I won’t be programming until friday – so this week I’ll take you through how I wrote the aesthetic goals document! Disappointing, huh? I bet you couldn’t wait to hear vague descriptions of vectors and pointers and recursive functions!
Our defining aesthetic goals for Fancy Mansion (release title: Trespawsser) are discovery of the unknown, and the challenge of going undetected while groping around […]
Fancy Mansion: Aesthetic Goals
This week has been spent polishing our game design document before the deadline. Since we’ve prioritized the document, I won’t be programming until friday – so this week I’ll take you through how I wrote the aesthetic goals document! Disappointing, huh? I bet you couldn’t wait to hear vague descriptions of vectors and pointers and recursive functions!
Our defining aesthetic goals for Fancy Mansion (release title: Trespawsser) are discovery of the unknown, and the challenge of going undetected while groping around […]
projektets ”sista”?
Välkommen till min blogg
Ja nu börjar det dra ihop sig till den slutgiltiga versionen av spelet och slutet av kursen.
Jag har lärt mig en hel del under den här tiden som jag kommer att ta med mig till nästa kurs.
Mycket har varit en stor uppförsbacke och många långa kvällar med problem som uppstår då jag inte riktigt har förstått kodstrukturen eller att jag testat mig fram till det som funkar. Det är tur att man har många runtomkring sig som […]
projektets ”sista”?
Välkommen till min blogg
Ja nu börjar det dra ihop sig till den slutgiltiga versionen av spelet och slutet av kursen.
Jag har lärt mig en hel del under den här tiden som jag kommer att ta med mig till nästa kurs.
Mycket har varit en stor uppförsbacke och många långa kvällar med problem som uppstår då jag inte riktigt har förstått kodstrukturen eller att jag testat mig fram till det som funkar. Det är tur att man har många runtomkring sig som […]
Update #6 On Project Mole Munch
This week I’ve been continuing on putting the last touches on the game. Bug fixing and cleaning the code. I would have preferred to put all my effort into the music but I am more needed in programming. The music and sound works as it is, even though I’m not a hundred percent satisfied with it. But I had to prioritize making the game playable.
Me and the producer took some time this week to try and break the game. Button […]
Update #6 On Project Mole Munch
This week I’ve been continuing on putting the last touches on the game. Bug fixing and cleaning the code. I would have preferred to put all my effort into the music but I am more needed in programming. The music and sound works as it is, even though I’m not a hundred percent satisfied with it. But I had to prioritize making the game playable.
Me and the producer took some time this week to try and break the game. Button […]
Last Fixes
As we tried to make the game as finished as possible last week, we did not actually have that much things to do this week. At least nothing major, like a mechanic that had to be implemented. The tasks that i were tasked with this week were the following:
Fixing the player firing mechanic, before i fixed this, firing with the warden felt a bit pathetic. It was so bad and because the way that the attack speed affected everything it […]
Last Fixes
As we tried to make the game as finished as possible last week, we did not actually have that much things to do this week. At least nothing major, like a mechanic that had to be implemented. The tasks that i were tasked with this week were the following:
Fixing the player firing mechanic, before i fixed this, firing with the warden felt a bit pathetic. It was so bad and because the way that the attack speed affected everything it […]
Dragon Song Blog post #6
The project is coming along nicely and we are soon done with the game. This is going to be last blog post that will be about Dragon song. During the last week I have focused a lot on polishing the game as much as I can. So this blog post will mostly be about what I have done to get the best game possible with what we have done so far.
The first thing the group and I did to polish […]
Dragon Song Blog post #6
The project is coming along nicely and we are soon done with the game. This is going to be last blog post that will be about Dragon song. During the last week I have focused a lot on polishing the game as much as I can. So this blog post will mostly be about what I have done to get the best game possible with what we have done so far.
The first thing the group and I did to polish […]
Otto's lines of dialouge!
Now when we’re so close to the Final turn in of our game, we thought that we should make Otto talk. This feature is in the game just to tell the player of where Otto is. It is also in the game to make it more humorous. He will say stuff like “Get out … – Läs hela inlägget här
Otto's lines of dialouge!
Now when we’re so close to the Final turn in of our game, we thought that we should make Otto talk. This feature is in the game just to tell the player of where Otto is. It is also in the game to make it more humorous. He will say stuff like “Get out … – Läs hela inlägget här
Last blog post Dragon Song
So this is the last blog post for this project. We have managed to complete most of the feature we wanted to have for the beta so this week have mostly been about cleaning up the code and trying to eliminate memory leaks. This makes it harder for me to find an artifact to write about in this weeks blog post.
The new particle system implemented in our game last week resulted in some major memory leaks. I mentioned smart pointers […]
Last blog post Dragon Song
So this is the last blog post for this project. We have managed to complete most of the feature we wanted to have for the beta so this week have mostly been about cleaning up the code and trying to eliminate memory leaks. This makes it harder for me to find an artifact to write about in this weeks blog post.
The new particle system implemented in our game last week resulted in some major memory leaks. I mentioned smart pointers […]
Mole Munch – Dev log 6
Den här veckan har jag jobbat på att få in partikeleffekt i vårat spel. Partikeleffekt är när man laddar in en bild som sprids ut snabbt under en kort period av tid. Exempel på när partikeleffekt kan vara bra att använda är när man vill ge mer positiv feedback till spelaren. Därför bestämde vi oss för att det skulle flyga ut små gröna och röda partiklar när spelaren åt grönsaker. Detta skulle göra upplevelsen att plocka upp grönsaker roligare och […]
Mole Munch – Dev log 6
Den här veckan har jag jobbat på att få in partikeleffekt i vårat spel. Partikeleffekt är när man laddar in en bild som sprids ut snabbt under en kort period av tid. Exempel på när partikeleffekt kan vara bra att använda är när man vill ge mer positiv feedback till spelaren. Därför bestämde vi oss för att det skulle flyga ut små gröna och röda partiklar när spelaren åt grönsaker. Detta skulle göra upplevelsen att plocka upp grönsaker roligare och […]
The Menu
This is the final week with a blog post from this course, and as the projects wraps up I believe it is only fair to talk about one of the features we waited the longest with completing, so today we will talk about the menu and the process behind creating it.
The reason this was something we waited so long with is that we wrote it off as relatively simple and not requiring any special expertise, and thus our time seemed […]
The Menu
This is the final week with a blog post from this course, and as the projects wraps up I believe it is only fair to talk about one of the features we waited the longest with completing, so today we will talk about the menu and the process behind creating it.
The reason this was something we waited so long with is that we wrote it off as relatively simple and not requiring any special expertise, and thus our time seemed […]
Team 12 Game Development Artifact 6- Highscore
Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
Just after we finished with beta i started working on a High score system where you compete against others and try to […]
Team 12 Game Development Artifact 6- Highscore
Team 12 is working on a game called DashBat. The game is going to be a mix between speed runners adm super mario kart, the player is in a flying state. To progress through the level the player needs to avoid multiple objects at a high speed and to reach the end of the level in a short time.
Just after we finished with beta i started working on a High score system where you compete against others and try to […]