Browsing 'Programming': Posts from Game Design and Programming

Blog 6 17/3

Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]

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Program: Programming

Blog 6 17/3

Player Feedback!
Tim Rojo , Grupp 5
Den här veckan har jag jobbat med väldigt många olika assets, eftersom att det är sista veckan innan spelet skall vara klart. Men jag har valt att skriva om player feedback denna bloggpost. Det jag fokuserade mest på var att göra så att skärmen skakade när bossen använder en av sina special attacker. Attacken går ut på att två stora stenpelare från vardera sidan av skärmen slår ihop, spelaren måste därför röra sig framåt eller […]

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Program: Programming

BLOG WEEK 5 – Vector subscript out of range

Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]

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Program: Programming

BLOG WEEK 5 – Vector subscript out of range

Hello there!
This week has been doing a lot for the final, when I say a lot, I mean a lot. I have been creating stuff for the program all over to make the final as good as possible. However creating objects in the game also means that you have to make the infamous std::vector. A vector is just ”lockers” where you can save information, (I will not go in any further in to it.) Vectors have an exceptional ability to crash […]

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Program: Programming

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

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Program: Programming

Sista inlägget

Trowl final
Denna vecka har jag jobbat på att fixa det sista i spelet och få allt att fungera som det skall.
Vi har alla jobbat med att fixa buggar och lägga in dom sista funktionerna i vårat spel.
Jag har som exempel gjort att spelaren score ökar varje gång spelaren dödar en fiende och skapat modifiers för highscore när spelet är antingen vunnet eller förlorat. Då ökas scoren med x % för varje owlet spelaren har plockat upp och mängden stress spelaren […]

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Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

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Program: Programming

[5SD033]Blog 6 – Level Design

By: Martin Carlsson
Group: 10
 
This week I worked on the wave spawning part of our level design. The spawning of our enemies had long been a problem we had. But due to having to prioritize other things, it ended up on the shelf for too long. 
To keep track of the spawn points of each enemy I use a std::vector. This vector contains sf::Vector2f for position and an enum for the enemy type. When the spawn point is close to the game […]

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Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

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Program: Programming

Building a Menu ground up. Part 2.

Welcome back!
Last time we went through everything that was needed to build the buttons we need for the menu, and since they’re completely self-managing we dont need to do anything except check if the button returns true or false when we update it.
What we need to do is some kind of structure that decides what buttons we currently can look at, what buttons we can interact with, and some way of knowing what will happen when they are pressed.
So for […]

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Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

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Program: Programming

Cogwheel Main Menu

Hello and welcome to the last of the blog posts of our Planet Suburbia game. The game is nearing its finish, and tomorrow it has to be done. There has been a lot that have had to be done, but I feel like it’ll turn out pretty good.
One of the things I’ve done this week is to implement our new main menu screen. I’ve spent a number of hours on it today and yesterday, as there are a number of […]

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Program: Programming

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

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Program: Programming

Bugfixing and Implementation of the last Assets before the Release

So I know that you are supose to focus on one artifact that you’ve worked on during the week, however I’ve worked on so many little small things this week that I’d never get up to the 400 word minimum if I were to select one. There for I’ve decided to group most of the things I’ve done under “Bugfixing” and “Asset Implementation”.
 
This have been the last week we have had to work on our game with the release comming […]

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Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

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Program: Programming

It's Raining Crates

Oh wow, what a week. Tomorrow is the deadline and I’ve gotten a lot of things done these last few days. It was pretty hard to decide what to write about!
At first, our powerups were dropped by the enemies when they explode. It didn’t make much sense because they’re not trying to shoot anyone down, they’re just trying to land on your planet. So we switched it up: The powerups now comes in crates (Worms-style), sent by whatever company you’re […]

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Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

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Program: Programming

Del 6 – Sista dagen före inlämning.

Nu är det den sista vecka för vårt Project The Flight of Giraffa. Vi har arbetat med att få till det sista så som Highscore / bättre rörelser för brodern i spelet med lite till. Utöver det har vi grejat med animationer, ljud igen, rensat gammal kod och slå ihop koden som krocka i slutet. Samt fixa release mod för inlämningen. Allt detta För att få det lite bättre än vad det var sen innan.
En grej jag har fixa under […]

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Program: Programming

Blogginlägg nr6

Halloj!
Den här veckan har gruppen försökt pussla ihop det sista och fixa lite sådana grejer som vi känt vart viktiga för spelet men som vi inte ännu hade klart och bortprioriterat lite. En sak som vi fått ganska mycket kritik för av framförallt Marcus har vart att spelaren inte får någon direkt info om hur spelet spelas och att spelet inte riktigt förklaras. Detta har jag försökt åtgärda i veckan med en ganska simpel tutorial.
Eftersom vi var ganska sent ute […]

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Program: Programming

Blogginlägg nr6

Halloj!
Den här veckan har gruppen försökt pussla ihop det sista och fixa lite sådana grejer som vi känt vart viktiga för spelet men som vi inte ännu hade klart och bortprioriterat lite. En sak som vi fått ganska mycket kritik för av framförallt Marcus har vart att spelaren inte får någon direkt info om hur spelet spelas och att spelet inte riktigt förklaras. Detta har jag försökt åtgärda i veckan med en ganska simpel tutorial.
Eftersom vi var ganska sent ute […]

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Program: Programming

Implementing A Narrative

This week has been quite a hectic one to say the least. We have mostly been iterating all of our planned assets and some have even been scrapped. Most of the menus and buttons have been reworked. One of the most essential part of our game is the narrative, which has sort of been put to the side for a long time. The general idea of how we wanted the player interact with the narrative was not necessarily through the […]

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Program: Programming

Implementing A Narrative

This week has been quite a hectic one to say the least. We have mostly been iterating all of our planned assets and some have even been scrapped. Most of the menus and buttons have been reworked. One of the most essential part of our game is the narrative, which has sort of been put to the side for a long time. The general idea of how we wanted the player interact with the narrative was not necessarily through the […]

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Program: Programming

[5SD033]”That’s a wrap” or “I should really learn how to explain things better”

So this is my final blogpost of this project. I want to say sorry for the extremely long post. Basically everything is done now and nothing really big was done this week. It was mostly reiterating or changing around in some menues. Re-positioning buttons, changing textures and that kind of thing.
Early Potatodrop menu
I guess the biggest thing I did was the new Potatodrop menu, the menu that pops up when the player flies close to a distillery to allow the […]

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Program: Programming

[5SD033]”That’s a wrap” or “I should really learn how to explain things better”

So this is my final blogpost of this project. I want to say sorry for the extremely long post. Basically everything is done now and nothing really big was done this week. It was mostly reiterating or changing around in some menues. Re-positioning buttons, changing textures and that kind of thing.
Early Potatodrop menu
I guess the biggest thing I did was the new Potatodrop menu, the menu that pops up when the player flies close to a distillery to allow the […]

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Program: Programming