Browsing 'Programming': Posts from Game Design and Programming

Dragon Song bloggpost #5

This is the last week of the game before the beta presentation. The programmers have been focusing on getting as much done as we possibly can. We have been polishing the power ups, we have been fixing some minor bugs. This week we have also been adding a few states, we started by adding an End State which accrue when the player gets hit three times by the enemies. In the end state you can choose if you want to […]

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Program: Programming

Dragon Song bloggpost #5

This is the last week of the game before the beta presentation. The programmers have been focusing on getting as much done as we possibly can. We have been polishing the power ups, we have been fixing some minor bugs. This week we have also been adding a few states, we started by adding an End State which accrue when the player gets hit three times by the enemies. In the end state you can choose if you want to […]

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Program: Programming

Generating our maps

I’ll talk about how we manage to create maps in our game Green Warden in a way so our designer understand how to write new maps and send them as textfiles to us programmers to implement in th game.
I encouraged our designer to use the free-to-download program Tiled (http://www.mapeditor.org/) to create new maps. With Tiled it’s possible to save what you do as textfiles. We’re using these textfiles to load different maps. In this way our designer doesn’t have […]

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Program: Programming

Generating our maps

I’ll talk about how we manage to create maps in our game Green Warden in a way so our designer understand how to write new maps and send them as textfiles to us programmers to implement in th game.
I encouraged our designer to use the free-to-download program Tiled (http://www.mapeditor.org/) to create new maps. With Tiled it’s possible to save what you do as textfiles. We’re using these textfiles to load different maps. In this way our designer doesn’t have […]

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Program: Programming

Blog post no. 4: Minnesluckor och…. Power ups!

Tjenare,
Den här veckan har det inte varit lika mycket arbete på funktioner i spelet som det brukar vara. I början utav veckan så insåg vi att spelet laggade en del efter att vi gjorde den fullständiga kartan att spela på. En karta som var ungefär fem gånger så stor som den tidigare, och vi kom fram till att minnesluckor kan vara en del av problemet.
Genom att ladda ned Visual Leak Detector så kunde jag implementera dom filerna i projektet för […]

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Program: Programming

Blog post no. 4: Minnesluckor och…. Power ups!

Tjenare,
Den här veckan har det inte varit lika mycket arbete på funktioner i spelet som det brukar vara. I början utav veckan så insåg vi att spelet laggade en del efter att vi gjorde den fullständiga kartan att spela på. En karta som var ungefär fem gånger så stor som den tidigare, och vi kom fram till att minnesluckor kan vara en del av problemet.
Genom att ladda ned Visual Leak Detector så kunde jag implementera dom filerna i projektet för […]

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Program: Programming

Game Development Blog 4

This was our second week after Alpha in our game development course, for this week I continued on the AI that I started last week. More specifically I continue with Pathfinding algorithm A* (pronounced A-star) and the waypoints system that is associated with it.
Since last week I have managed to implement the A* pathfinding, but I am still working on the Waypoints so that the enemy can patrol around the level, only by giving it a command to move to […]

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Program: Programming

Game Development Blog 4

This was our second week after Alpha in our game development course, for this week I continued on the AI that I started last week. More specifically I continue with Pathfinding algorithm A* (pronounced A-star) and the waypoints system that is associated with it.
Since last week I have managed to implement the A* pathfinding, but I am still working on the Waypoints so that the enemy can patrol around the level, only by giving it a command to move to […]

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Program: Programming

Animations

This week I’ve been working on the animations for our game, and since I’m coding in SFML it is in theroty pretty simple to implement animations, however I wanted to do it in a object oriented manner which made things a bit harder when trying to figure out a solution. Cred to this guy: (  https://github.com/LaurentGomila/SFML/wiki/Source:-AnimatedSprite ), since I used his code as a starting point, however I believe my code looks and functions a bit different than […]

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Program: Programming

Animations

This week I’ve been working on the animations for our game, and since I’m coding in SFML it is in theroty pretty simple to implement animations, however I wanted to do it in a object oriented manner which made things a bit harder when trying to figure out a solution. Cred to this guy: (  https://github.com/LaurentGomila/SFML/wiki/Source:-AnimatedSprite ), since I used his code as a starting point, however I believe my code looks and functions a bit different than […]

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Program: Programming

Spelutveckling #4

Denna vecka har jag jobbat med att lägga till score i vårat spel som i detta fall ska vara tiden som spelaren lyckas att överleva. Det ska visas en timer i spelet och som sedan ska spara tiden till våran game over screen eller endstate när spelaren har förlorat alla sina liv och spelet är över. Jag har även fortsatt att arbeta med ljud och musik då det ska vara klart till betan så allt måste läggas in och det […]

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Program: Programming

Spelutveckling #4

Denna vecka har jag jobbat med att lägga till score i vårat spel som i detta fall ska vara tiden som spelaren lyckas att överleva. Det ska visas en timer i spelet och som sedan ska spara tiden till våran game over screen eller endstate när spelaren har förlorat alla sina liv och spelet är över. Jag har även fortsatt att arbeta med ljud och musik då det ska vara klart till betan så allt måste läggas in och det […]

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Program: Programming

Only one week until Beta and there is still plenty of work to be done.

Hey there!
So we now running close on the final week before our beta presentation (yikes!) and quite some work remains until we are satisfied with what we got to show. For this post I will talk about the work I started doing on our highscore system and what results I have gotten. I chose to work on most our different screens (such as start, menu, win/lose and highscore) since it is one of the things I learnt how to do during our […]

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Program: Programming

Only one week until Beta and there is still plenty of work to be done.

Hey there!
So we now running close on the final week before our beta presentation (yikes!) and quite some work remains until we are satisfied with what we got to show. For this post I will talk about the work I started doing on our highscore system and what results I have gotten. I chose to work on most our different screens (such as start, menu, win/lose and highscore) since it is one of the things I learnt how to do during our […]

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Program: Programming

Hud

This week I have been working on creating the Hud for the game.
I started with creating the class for the player health bar. As we already had health bars for the players, enemies and the life tree. I took most of the code from that class and re used them for the player health bar.
But the healthbars that we already had was only a sfml rect that is given a color and displayed dynamically over the entities head. But for […]

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Program: Programming

Hud

This week I have been working on creating the Hud for the game.
I started with creating the class for the player health bar. As we already had health bars for the players, enemies and the life tree. I took most of the code from that class and re used them for the player health bar.
But the healthbars that we already had was only a sfml rect that is given a color and displayed dynamically over the entities head. But for […]

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Program: Programming

Dragon Song Bloggpost #4

So this week I have mostly been fine tuning a lot of the features done earlier weeks in the project. During this project we have been adding a lot of features and functions to the code but not finished them. I have gone through a lot of the code and tried to get a deeper understanding of the code and the project over all. We had some play testing this week with a few different people. When we did play […]

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Program: Programming

Dragon Song Bloggpost #4

So this week I have mostly been fine tuning a lot of the features done earlier weeks in the project. During this project we have been adding a lot of features and functions to the code but not finished them. I have gone through a lot of the code and tried to get a deeper understanding of the code and the project over all. We had some play testing this week with a few different people. When we did play […]

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Program: Programming

Line vs Box Collision!

Since the player first could die in our game it was based on the distance between him and the enemy. No matter what, if the player would come close to Otto (the enemy) he would die instantly. We chose to do it this way since if we had to check … – Läs hela inlägget här

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Program: Programming

Line vs Box Collision!

Since the player first could die in our game it was based on the distance between him and the enemy. No matter what, if the player would come close to Otto (the enemy) he would die instantly. We chose to do it this way since if we had to check … – Läs hela inlägget här

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Program: Programming

MenuState och TutorialState

Den här veckan har jag fokuserat på att fixa till menyn men jag har också börjat jobba på TutorialState och vad som kommer va den tutorial för vårt spel i den slutgiltiga versionen.

I menyn är det nya att jag har lagt till alla sprites så när man rör sig över knapparna så ändras det till en annan sprite. Samma sak när man klickar på en knapp så ändras det till en tredje sprite.


Gif på de tre […]

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Program: Programming

MenuState och TutorialState

Den här veckan har jag fokuserat på att fixa till menyn men jag har också börjat jobba på TutorialState och vad som kommer va den tutorial för vårt spel i den slutgiltiga versionen.

I menyn är det nya att jag har lagt till alla sprites så när man rör sig över knapparna så ändras det till en annan sprite. Samma sak när man klickar på en knapp så ändras det till en tredje sprite.


Gif på de tre […]

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Program: Programming

Update #4 On Project Mole Munch

This post is going to describe the implementation of a finite state machine (FSM) and the various uses of it. I’ll also try to describe many of the difficulties I ran into during the process. This might get fairly technical and contain some programming expressions but I’ll only show pseudo code that hopefully will be readable even if you have no programming experience.
First of I’ll shortly talk about what a finite state machine is. Very simply put, it’s a form […]

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Program: Programming

Update #4 On Project Mole Munch

This post is going to describe the implementation of a finite state machine (FSM) and the various uses of it. I’ll also try to describe many of the difficulties I ran into during the process. This might get fairly technical and contain some programming expressions but I’ll only show pseudo code that hopefully will be readable even if you have no programming experience.
First of I’ll shortly talk about what a finite state machine is. Very simply put, it’s a form […]

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Program: Programming