Browsing 'Programming': Posts from Game Design and Programming

Team 12 report 4 – Angular object placement
Hello everybody! This week has been quite rough and the task I was presented with was a real challenge. This week I tackled object placement in our 2D sidescroller. The objects in our game should be placed dynamically to fit into the levels we create. The levels will not only be on a horizontal axis, they will angle down and up to create a better gameplay experience. This was a very challenging task and down below I will describe what […]

Team 12 report 4 – Angular object placement
Hello everybody! This week has been quite rough and the task I was presented with was a real challenge. This week I tackled object placement in our 2D sidescroller. The objects in our game should be placed dynamically to fit into the levels we create. The levels will not only be on a horizontal axis, they will angle down and up to create a better gameplay experience. This was a very challenging task and down below I will describe what […]

Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]

Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]

Fancy Mansion: Lootable objects
So this week I’ve been working on some level design to replace the current placeholder level, expanding the waypoint system for the pathing ai, and adding some lootable objects. The lootable objects comprise our game’s “power-ups” (a minimum of three powerups was part of the assignment criteria). As our thief explores the mansion looking for valuable items to pocket and pilfer, they may come across larger objects that result in special effects while being carried.
Here are a few examples:
Candle: Increases […]

Fancy Mansion: Lootable objects
So this week I’ve been working on some level design to replace the current placeholder level, expanding the waypoint system for the pathing ai, and adding some lootable objects. The lootable objects comprise our game’s “power-ups” (a minimum of three powerups was part of the assignment criteria). As our thief explores the mansion looking for valuable items to pocket and pilfer, they may come across larger objects that result in special effects while being carried.
Here are a few examples:
Candle: Increases […]

Design for Magic Writer. Blog post 4, Controls
Of course I can control my character, it’s something unimportant to fix for later. Or is it? Magic Writer’s control scheme has went through several changes during development all for users better enjoyment of the game.
Hello there and welcome to another Design blog post for Magic Writer.
During the development of Magic Writer, we’ve had discussion regarding the control scheme for the game several times. Both teachers and members as well as playtesters have voiced their opinion on the matter loudly. […]

Design for Magic Writer. Blog post 4, Controls
Of course I can control my character, it’s something unimportant to fix for later. Or is it? Magic Writer’s control scheme has went through several changes during development all for users better enjoyment of the game.
Hello there and welcome to another Design blog post for Magic Writer.
During the development of Magic Writer, we’ve had discussion regarding the control scheme for the game several times. Both teachers and members as well as playtesters have voiced their opinion on the matter loudly. […]
New swarm enemy
This week we have continued our journey towards the beta-version of “Dash Bat” (originally “Heartbeat Bat”). My main objective for this week has been to include the mosquito swarm -enemy into the code. These are tightly packed clouds of super aggressive mosquitoes that will slow down the bat.
These enemies will be very useful in our levels since without them we only have obstacles originating from the ceiling or the floor. These swarms will give us the ability to place extra […]
New swarm enemy
This week we have continued our journey towards the beta-version of “Dash Bat” (originally “Heartbeat Bat”). My main objective for this week has been to include the mosquito swarm -enemy into the code. These are tightly packed clouds of super aggressive mosquitoes that will slow down the bat.
These enemies will be very useful in our levels since without them we only have obstacles originating from the ceiling or the floor. These swarms will give us the ability to place extra […]

The Last Signal. Post #4: animations
This post is about including animations in our game. This topic is too difficult to go into much detail. I will therefore only briefly go through the main points of how I (almost) solved this complex area in the game. I may return to it later when I have the time for a more thorough discussion.
I used the existing SFML Animation
and AnimatedSprite
classes, which are not included in the standard distribution but can be downlaoded separately. The AnimatedSprite
class […]

The Last Signal. Post #4: animations
This post is about including animations in our game. This topic is too difficult to go into much detail. I will therefore only briefly go through the main points of how I (almost) solved this complex area in the game. I may return to it later when I have the time for a more thorough discussion.
I used the existing SFML Animation
and AnimatedSprite
classes, which are not included in the standard distribution but can be downlaoded separately. The AnimatedSprite
class […]

Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]

Parsing text files exported from ‘Tiled’ software
This week was the week we decided to use the Tiled map editor software after all. Tiled is a level creator that exports data that can be read by the program to place the correct tiles at the correct places. The main advantage of this is that levels can be edited easily by someone unfamiliar with the code, and coding in general. Our first means of editing levels was to just write numbers manually in a text file, which kind […]

Meny Knapperna.
Det jag tänker beskriva den här veckan är Menyknapparna som jag kodade.
Jag började med att göra en ny klass och i stort sett bara skriva av tidigare kod som jag behövde till menyknapparna. Jag försökte att skriva likadant som i andra klasser då det då blir lättare för gruppen att läsa och snabbt hitta i koden.
Meny kommer troligtvis att bestå av dessa sex olika knappar:Start / Play. Som startar spelet och hoppar då in i gamestate.Credits. […]

Meny Knapperna.
Det jag tänker beskriva den här veckan är Menyknapparna som jag kodade.
Jag började med att göra en ny klass och i stort sett bara skriva av tidigare kod som jag behövde till menyknapparna. Jag försökte att skriva likadant som i andra klasser då det då blir lättare för gruppen att läsa och snabbt hitta i koden.
Meny kommer troligtvis att bestå av dessa sex olika knappar:Start / Play. Som startar spelet och hoppar då in i gamestate.Credits. […]
Team 12 Game Development Artifact 4- Menu state
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.
Today I will try to explain one of the artifacts that I have worked on during the past two weeks. and that […]
Team 12 Game Development Artifact 4- Menu state
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.
Today I will try to explain one of the artifacts that I have worked on during the past two weeks. and that […]

Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]

Weekly blog assignment #4
Hello everyone and welcome back!
This week has had so many ups and downs. First I had trouble with the structure, then when I figured out how I should write the code I had some problems with the syntax. When I finally figure that out, the game just crashes over and over again. It has not been an easy (or fun) week. But when I finally solved it all I got so happy, for a day, then the game started to […]

Power-ups
One of the real monsters in the game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated […]

Power-ups
One of the real monsters in the game
Magic writer is a game concept me and a group of other people are developing.
In this you play as a magician that has a holiday on a tropical beach. Unfortunately he is interrupted by monster invading the beach. Ah no holiday this time.
The magician is skilled in summoning magic. So he uses this to summon objects and throwing them with magic on the monsters. By doing this the monsters will be defeated […]

Fancy Mansion – Pathfinding
This week I have been working with implementing an AI for Mr. Fancy, the owner of the Fancy Mansion. Mr. Fancy has a couple of states he enters, one where he patrols a path (we haven’t decided how this will be implemented, but probably with path-finding as well), one where he hears the player and moves to the tile the player was on (here we use path-finding), and a couple of other states where he chases and shoots the player.
Last […]

Fancy Mansion – Pathfinding
This week I have been working with implementing an AI for Mr. Fancy, the owner of the Fancy Mansion. Mr. Fancy has a couple of states he enters, one where he patrols a path (we haven’t decided how this will be implemented, but probably with path-finding as well), one where he hears the player and moves to the tile the player was on (here we use path-finding), and a couple of other states where he chases and shoots the player.
Last […]