Browsing 'Programming': Posts from Game Design and Programming

Game Development – Nr.6 | Magic Writer

Hello everyone!
This weeks post will be related to the last post. The last post was about me creating a power up bar that loads up and lights power up icons when they are ready to use.
Since last time we have redesigned the power up bar. The last example was draw by me (programmer art) and was not very pleasant to look at. We want to avoid static HUD as much as we can, this means that we […]

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Program: Programming

Game Development – Nr.6 | Magic Writer

Hello everyone!
This weeks post will be related to the last post. The last post was about me creating a power up bar that loads up and lights power up icons when they are ready to use.
Since last time we have redesigned the power up bar. The last example was draw by me (programmer art) and was not very pleasant to look at. We want to avoid static HUD as much as we can, this means that we […]

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Program: Programming

Team 12 Report 5 – Beta Polishing & Problems.

Hello everybody! This week has been a tough one filled with hours upon hours of work for us! The beta presentation has always been like a shining light at the end of the tunnel for us and we really wanted something nice to show during the presentation. Unfortunately this week has also been plagued by a lot of problems and communication errors between the programmers and the graphics artists. But problems aside this week has been very productive and we […]

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Program: Programming

Team 12 Report 5 – Beta Polishing & Problems.

Hello everybody! This week has been a tough one filled with hours upon hours of work for us! The beta presentation has always been like a shining light at the end of the tunnel for us and we really wanted something nice to show during the presentation. Unfortunately this week has also been plagued by a lot of problems and communication errors between the programmers and the graphics artists. But problems aside this week has been very productive and we […]

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Program: Programming

Final Beta Week

This week me and my team have been hard at work finishing most of the things that need to be done before the beta presentations. At the start of the week we created a document that everyone filled in with things that we thought had to be done before the presentations. We programmers already sort of knew what had to be done, so we just filled in and divided the tasks between us. The tasks that i had were the […]

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Program: Programming

Final Beta Week

This week me and my team have been hard at work finishing most of the things that need to be done before the beta presentations. At the start of the week we created a document that everyone filled in with things that we thought had to be done before the presentations. We programmers already sort of knew what had to be done, so we just filled in and divided the tasks between us. The tasks that i had were the […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Continuing the sound implementation.

This week I have continued working on the sound implementation, the same thing that I have essantaly been working on for 2 weeks  now, however last week I was doing alot of sound gathering of sound as well as sound testing, and almost no programing. this week however I had to focus almost single handedly on programing since most of the other stuff was done, and the beta was comming so all the sound had to be in the game.
So basicly my task for […]

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Program: Programming

Continuing the sound implementation.

This week I have continued working on the sound implementation, the same thing that I have essantaly been working on for 2 weeks  now, however last week I was doing alot of sound gathering of sound as well as sound testing, and almost no programing. this week however I had to focus almost single handedly on programing since most of the other stuff was done, and the beta was comming so all the sound had to be in the game.
So basicly my task for […]

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Program: Programming

Fancy Mansion: Level Design

So for the past two weeks, in between coding more items aka powerups and doing some bugfixes, I’ve been working on a level design for our game, to replace the boxy placeholder we had for alpha. I had a couple of considerations while working on the level design:

Backtracking is generally boring (tedious, repetitive). Since our gameplay involves on dragging stolen, heavy items back to the balcony, which impedes the player’s speed and therefore their ability to avoid Otto, I wanted […]

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Program: Programming

Fancy Mansion: Level Design

So for the past two weeks, in between coding more items aka powerups and doing some bugfixes, I’ve been working on a level design for our game, to replace the boxy placeholder we had for alpha. I had a couple of considerations while working on the level design:

Backtracking is generally boring (tedious, repetitive). Since our gameplay involves on dragging stolen, heavy items back to the balcony, which impedes the player’s speed and therefore their ability to avoid Otto, I wanted […]

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Program: Programming

Blogpost no.5 : Gissa vad.. Power ups!

Tjena!
Jo, så det är Torsdag och dags för ett nytt inlägg om vad denna vecka har bestått utav.  Den här senaste veckan har tyvärr inte varit lika produktiv som vanliga veckor; för min del. Det jag har arbetat med är power ups. Med tanke på att vi har så många olika sorters power ups så arbetar jag med nya power ups och detta tar längre tid än väntat med tanke på att koden inte varit förberedd för alla olika power […]

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Program: Programming

Blogpost no.5 : Gissa vad.. Power ups!

Tjena!
Jo, så det är Torsdag och dags för ett nytt inlägg om vad denna vecka har bestått utav.  Den här senaste veckan har tyvärr inte varit lika produktiv som vanliga veckor; för min del. Det jag har arbetat med är power ups. Med tanke på att vi har så många olika sorters power ups så arbetar jag med nya power ups och detta tar längre tid än väntat med tanke på att koden inte varit förberedd för alla olika power […]

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Program: Programming

Our players currency, regaining lost candy.

Hey there!
This week I have been working on a way to let the player regain health (or as it is for out game, regain candy as you play as a piñata). I chose to work on this feature and function for no particular reason  rather than our game needs this to fully function and as my co-worker was currently working on patching our collision checking I began to work on and create this function.  As it is written in our design […]

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Program: Programming

Our players currency, regaining lost candy.

Hey there!
This week I have been working on a way to let the player regain health (or as it is for out game, regain candy as you play as a piñata). I chose to work on this feature and function for no particular reason  rather than our game needs this to fully function and as my co-worker was currently working on patching our collision checking I began to work on and create this function.  As it is written in our design […]

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Program: Programming

Design for Magic Writer. Blog post 5, Level Design

Level Design? Who needs it in an endless runner? Well, it’s more vital than what you think. The week before the Beta and no level design proved pretty stupid. Let’s go through how It was solved.
Welcome to another design blog post for Magic Writer!
Until last week, we had no one working on level design. When I took the task of setting up the wavesystem (making the monster reset after each wave of monsters), I realized that I had no idea […]

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Program: Programming

Design for Magic Writer. Blog post 5, Level Design

Level Design? Who needs it in an endless runner? Well, it’s more vital than what you think. The week before the Beta and no level design proved pretty stupid. Let’s go through how It was solved.
Welcome to another design blog post for Magic Writer!
Until last week, we had no one working on level design. When I took the task of setting up the wavesystem (making the monster reset after each wave of monsters), I realized that I had no idea […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Creating Colliders by Magic

So we realized that our wall colliders were too many to be efficient. Each wall segment the size of one tile had its own collider which was created by the tile itself at the time of its instantiation. Every wall instance knew what kind of wall segment it was (information that was also used for determining which texture to load), and shaped the collider accordingly. (We had some struggles here because the shape of certain wall segments called for a […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

Animation, AI and the projectile.

This weeks blog post will be about iterations that i have made on the AI for the enemies and projectile that the player will be able to fire to knock back enemies(described in a previous blog post).
I am currently working on the animation on the towers. The reason to why this has been a bit more difficult then I imagined is because of the way the combat currently works. And for the animations to be a lot easier to […]

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Program: Programming

The Last Signal. Post #5: full animation system implementation

In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.

How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]

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Program: Programming

The Last Signal. Post #5: full animation system implementation

In this post, I’m going to go into the details of creating a full-blown animation system for our game, something I had promised to do sometime in the future in the previous post.

How animations work in (2D) video games
In video games, the effect of animation is achieved by very quickly switching between pictures which depict the same character/object/effect etc. at slightly different times. If switched sufficiently quickly, the sequence of frames will give the impression of smooth continuous motion.
In our […]

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Program: Programming