Browsing 'Programming': Posts from Game Design and Programming

Weekly blog assignment #2

Hello everyone!
This week I worked with removing bugs and all around polishing the code. Everything from adding a monster pool that holds all the new instances of monsters that we create in the beginning to fixing small bugs such as the items that the player can throw respawning in the wizards thought bubble but rotated wrongly.
I first started out with fixing the small bug with the items respawning rotated the wrong way. This bug happened because of the way […]

/ Comments Off on Weekly blog assignment #2
Program: Programming

Weekly blog assignment #2

Hello everyone!
This week I worked with removing bugs and all around polishing the code. Everything from adding a monster pool that holds all the new instances of monsters that we create in the beginning to fixing small bugs such as the items that the player can throw respawning in the wizards thought bubble but rotated wrongly.
I first started out with fixing the small bug with the items respawning rotated the wrong way. This bug happened because of the way […]

/ Comments Off on Weekly blog assignment #2
Program: Programming

Last Signal – Room system

When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

/ Comments Off on Last Signal – Room system
Program: Programming

Last Signal – Room system

When coding for the Last Signal, I wanted to create an easier and faster way to create levels in the game rather than having to code each level individually. This would also allow our level designer to design the levels and test them without having to wait for us programmers generating the level and send the results back. This lead me to write what I call the Room System.
It reads in a .txt file that contains the relevant data for the […]

/ Comments Off on Last Signal – Room system
Program: Programming

The Green Warden – Report 2


Commented out as it still crashes the game


Above is an example of how the main menu would look like.Artist: Eva Sokolova

This week after a meeting with Finn, I started work on the main menu of the game as my knowledge of programming is inferior to that of the other programmer and the main menu contains many of the same elements that the actual game contains and thus I can train on programming while assisting the development of the […]

/ Comments Off on The Green Warden – Report 2
Program: Programming

The Green Warden – Report 2


Commented out as it still crashes the game


Above is an example of how the main menu would look like.Artist: Eva Sokolova

This week after a meeting with Finn, I started work on the main menu of the game as my knowledge of programming is inferior to that of the other programmer and the main menu contains many of the same elements that the actual game contains and thus I can train on programming while assisting the development of the […]

/ Comments Off on The Green Warden – Report 2
Program: Programming

Score! fixa poängen

Den här veckan stod jag för att göra ett litet poängsystem och även skriva ut det på skärmen.Det var några mindre motgångar men eftersom jag tidigare fick en förklaring på har man kan göra av en klasskamrat så gick det relativt smidigt att implementera poäng uppritningen i våran Gamestate.

Vad jag började med var att först skriva ut en ”hello world” så att jag såg att texten visades på skärmen. Jag upptäckte då att jag behövde en […]

/ Comments Off on Score! fixa poängen
Program: Programming

Score! fixa poängen

Den här veckan stod jag för att göra ett litet poängsystem och även skriva ut det på skärmen.Det var några mindre motgångar men eftersom jag tidigare fick en förklaring på har man kan göra av en klasskamrat så gick det relativt smidigt att implementera poäng uppritningen i våran Gamestate.

Vad jag började med var att först skriva ut en ”hello world” så att jag såg att texten visades på skärmen. Jag upptäckte då att jag behövde en […]

/ Comments Off on Score! fixa poängen
Program: Programming

Weekly blog assignment #2

Hello everyone!
This week I worked with removing bugs and all around polishing the code. Everything from adding a monster pool that holds all the new instances of monsters that we create in the beginning to fixing small bugs such as the items that the player can throw respawning in the wizards thought bubble but rotated wrongly.
I first started out with fixing the small bug with the items respawning rotated the wrong way. This bug happened because of the way […]

/ Comments Off on Weekly blog assignment #2
Program: Programming

Weekly blog assignment #2

Hello everyone!
This week I worked with removing bugs and all around polishing the code. Everything from adding a monster pool that holds all the new instances of monsters that we create in the beginning to fixing small bugs such as the items that the player can throw respawning in the wizards thought bubble but rotated wrongly.
I first started out with fixing the small bug with the items respawning rotated the wrong way. This bug happened because of the way […]

/ Comments Off on Weekly blog assignment #2
Program: Programming

Meny och olika states

Den här veckan har jag fokuserat på att skapa en meny till vårt spel som ska funka till alphan som är imorgon(fredag den 20:e februari). Det finns totalt sex stycken olika states i Magic Writer, det första spelaren ser när hen startar upp spelet är själva menyn.


Flödesschema på states, bild gjord av Danielle Uneus efter skiss jag ritade upp.

I menyn ska det finnas fyra olika knappar som tar spelaren vidare till ett av fyra olika states. […]

/ Comments Off on Meny och olika states
Program: Programming

Meny och olika states

Den här veckan har jag fokuserat på att skapa en meny till vårt spel som ska funka till alphan som är imorgon(fredag den 20:e februari). Det finns totalt sex stycken olika states i Magic Writer, det första spelaren ser när hen startar upp spelet är själva menyn.


Flödesschema på states, bild gjord av Danielle Uneus efter skiss jag ritade upp.

I menyn ska det finnas fyra olika knappar som tar spelaren vidare till ett av fyra olika states. […]

/ Comments Off on Meny och olika states
Program: Programming

Fancy Mansion: Patrol state

For this week’s discussion, I’ll run through how I started work on a form of pathfinding for our enemy AI.
Working with finite states, I created some states to handle behaviours for our enemy, Otto von Fancy: he needed to chase the player, attack the player, patrol along a set route, and stand still between patrolling waypoints. I created four finite states to accomplish this: a patrolling state, an idle state, a chasing state, and an attacking state. By having the […]

/ Comments Off on Fancy Mansion: Patrol state
Program: Programming

Fancy Mansion: Patrol state

For this week’s discussion, I’ll run through how I started work on a form of pathfinding for our enemy AI.
Working with finite states, I created some states to handle behaviours for our enemy, Otto von Fancy: he needed to chase the player, attack the player, patrol along a set route, and stand still between patrolling waypoints. I created four finite states to accomplish this: a patrolling state, an idle state, a chasing state, and an attacking state. By having the […]

/ Comments Off on Fancy Mansion: Patrol state
Program: Programming

Team 12 Game Development Artifact 2 – Background looping

Alpha is upon us! In two day Team 12 will present Heartbeat bat in it’s alpha state. 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.
During this week I worked on creating a looping background for our game Heartbeat […]

/ Comments Off on Team 12 Game Development Artifact 2 – Background looping
Program: Programming

Team 12 Game Development Artifact 2 – Background looping

Alpha is upon us! In two day Team 12 will present Heartbeat bat in it’s alpha state. 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.
During this week I worked on creating a looping background for our game Heartbeat […]

/ Comments Off on Team 12 Game Development Artifact 2 – Background looping
Program: Programming

Game Development – Nr.2 | Magic Writer

Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]

/ Comments Off on Game Development – Nr.2 | Magic Writer
Program: Programming

Game Development – Nr.2 | Magic Writer

Loading items
This week i have worked on loading the throwable items into the game. Loading their sprite and correlating it with a property. Instantiating all the items in the beginning, deleting them when the application closes and reusing them in runtime.
We have a spritesheet for each property, we have a item_alive_spritesheet and a item_dead_spritesheet and so on for each property. Together with each spritesheet there is a .txt file that is connected with its sheet. So item_alive_spriteshee.png has an item_alive_names.txt. This .txt file contains the […]

/ Comments Off on Game Development – Nr.2 | Magic Writer
Program: Programming

Speldesign Blogg #2

Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]

/ Comments Off on Speldesign Blogg #2
Program: Programming

Speldesign Blogg #2

Denna vecka har jag arbetat lite på att få fram en HP-bar (HealthPoint bar). HP-baren ska visa hur mycket liv spelaren har kvar efter att spelaren har skadats av en fiende. Det kommer finnas Health Packs, som när man plockar upp dem så får man tillbaka liv. Livet representeras av en röd linje på en grå ruta. Den röda linjen kommer att minska i storlek åt vänster om spelaren förlorar liv.
I den originella idén så är det meningen att det […]

/ Comments Off on Speldesign Blogg #2
Program: Programming

Dragon Song Bloggpost #2

This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]

/ Comments Off on Dragon Song Bloggpost #2
Program: Programming

Dragon Song Bloggpost #2

This week the game is leaving the Alpha phase and is entering the Beta phase. The last week a lot have been added to the game code wise. One of the features added to the game is Enemy’s and their spawn system and this is what this week’s blogg post is going to be about.
The way we decided to spawn enemies is by reading in from a text file, we read in three values from the text file. The first […]

/ Comments Off on Dragon Song Bloggpost #2
Program: Programming

Update #2 On Project Mole Munch

This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.

Screenshot to show how the free roaming movement dynamically creates the tunnels.

A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]

/ Comments Off on Update #2 On Project Mole Munch
Program: Programming

Update #2 On Project Mole Munch

This week I’ll talk about the tunnels and the technique we used to achieve it. For more background on the concept as a whole, please refer to the previous post.

Screenshot to show how the free roaming movement dynamically creates the tunnels.

A very important feature of our game is the tunneling and we wanted the player to have full control of it. The player begins the level on the grass lawn above and when the dig button is pressed the […]

/ Comments Off on Update #2 On Project Mole Munch
Program: Programming