Browsing '2013': Students starting in 2013

Week 7
This week I am going to present my work on the animations for the power ups of the game, or rather the effect of an activated power up. In the game “Aggressive Bystander” there will be two different kinds of power ups, one that increases the player’s speed of movement, which is called “blue cow”. And another one called “happy pill”, which drastically decreases the pump-meter, now for those of you who are unfamiliar with the game design the pump-meter […]

Week 7
This week I am going to present my work on the animations for the power ups of the game, or rather the effect of an activated power up. In the game “Aggressive Bystander” there will be two different kinds of power ups, one that increases the player’s speed of movement, which is called “blue cow”. And another one called “happy pill”, which drastically decreases the pump-meter, now for those of you who are unfamiliar with the game design the pump-meter […]

Bosses implemented
This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]

Bosses implemented
This week I have finally implemented the AI for all our three bosses, and tried to balance them somewhat. I will explain some of the balancing in this post, for the bosses’ different AI take a look at my previous post from last week.
I started with our boss Grubby McGrub (the whack-a-mole boss). When he shoots up from the ground he will shoot some slime at you. I started with one, aimed at the player, and then added four more shooting […]
Animations
So this week I’ve made animations. I’ve made guard walk and idle animation and spy walk, idle and sneak animation. I was pleasantly surprised when I realized that it wasn’t as hard and time consuming as I thought. In the beginning of the week I learned how to make the animations into sprite sheets. I think it was so easy because we are doing everything in 64 times 64 squares.
The one I thought was the most fun animation to make […]
Animations
So this week I’ve made animations. I’ve made guard walk and idle animation and spy walk, idle and sneak animation. I was pleasantly surprised when I realized that it wasn’t as hard and time consuming as I thought. In the beginning of the week I learned how to make the animations into sprite sheets. I think it was so easy because we are doing everything in 64 times 64 squares.
The one I thought was the most fun animation to make […]
ARTIFACT BLOG #4 Second Enemy, again
Hi. This post will refer quite a lot to Box2D, you can check out my first post for the course to see more about what we’re using it for, or go to http://box2d.org to read more on your own.
This week we have.. worked more on the second enemy. Last week we felt somewhat done with the behaviour of it, but implementing it in the real project proved to be quite hard. Due to github not working for us, we’ve all worked […]
ARTIFACT BLOG #4 Second Enemy, again
Hi. This post will refer quite a lot to Box2D, you can check out my first post for the course to see more about what we’re using it for, or go to http://box2d.org to read more on your own.
This week we have.. worked more on the second enemy. Last week we felt somewhat done with the behaviour of it, but implementing it in the real project proved to be quite hard. Due to github not working for us, we’ve all worked […]

ARTIFACT BLOG #4 Second Enemy, again
Hi. This post will refer quite a lot to Box2D, you can check out my first post for the course to see more about what we’re using it for, or go to http://box2d.org to read more on your own.
This week we have.. worked more on the second enemy. Last week we felt somewhat done with the behaviour of it, but implementing it in the real project proved to be quite hard. Due to github not working for us, we’ve all worked […]

ARTIFACT BLOG #4 Second Enemy, again
Hi. This post will refer quite a lot to Box2D, you can check out my first post for the course to see more about what we’re using it for, or go to http://box2d.org to read more on your own.
This week we have.. worked more on the second enemy. Last week we felt somewhat done with the behaviour of it, but implementing it in the real project proved to be quite hard. Due to github not working for us, we’ve all worked […]

Suit Em Up, various stuff and some other stuff including particles
Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

Suit Em Up, various stuff and some other stuff including particles
Once again I haven’t worked on one artifact enough this week to justify writing a whole blogpost about it, so because I have to write something I’ll write a bit about what I’ve done this week. I’ve been touching up some small things and added a few new smaller features.
First off, I had some troubles with adding a non-repeating sound effect that plays when you are hovering over a button. First I did the stupid thing and was trying to […]

This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:
Sneak
Run
Idle
Dying
Attack
Strafing
Walking
And the guards have:
Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting
And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]

This week’s artifact: Sprite Manager and a quick look at Animated Sprites
Even though it was long time ago they were made (like 5 weeks), I think it is time to talk some about them.
Both the guards and the player have a lot of different animations.
For example, the player has:
Sneak
Run
Idle
Dying
Attack
Strafing
Walking
And the guards have:
Draw weapon
Walk
Run
Idle
Smoke
Falling
Rising
Shooting
And instead of asking the Sprite Manager for a new animation each time it needs to change it, each Animated Sprite holds pointers to each animation instead. So, all that is needed to change from one […]
Theory on doors
This week I’ve been working a little bit on many different things but I’ve had the most trouble with doors. Doors in our game are intuitive; the player can interact with a door if he is close enough, when he does the door opens away from the player. The door cast a shadow just like the walls but it gets complicated when it comes to the door-frame.
From the alpha play test we got some feedback concerning the walls; they looked […]
Theory on doors
This week I’ve been working a little bit on many different things but I’ve had the most trouble with doors. Doors in our game are intuitive; the player can interact with a door if he is close enough, when he does the door opens away from the player. The door cast a shadow just like the walls but it gets complicated when it comes to the door-frame.
From the alpha play test we got some feedback concerning the walls; they looked […]

Artifact : SoundManager
What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it. more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

Artifact : SoundManager
What?
The soundmanager is an essential part of the game. and required to play both sound effect and music. It allows for in the code easily use the soundmanager and call its play function with the given path parameter. if such a sound has already been played it will simply play the sound. otherwise it will add the sound before playing it. more details on this in the next section with how it was made.
How?
The SoundManager I’ve created is done by […]

2014-03-06 Fourth Artifact
Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

2014-03-06 Fourth Artifact
Hi
This week I have been working on creating and implementing a working enemy movement pattern and a way for waves of enemies to spawn. I will try to do an explanation of how I created the enemy waves in this blog post.
I started off with creating a class called EnemyWaves. This class would keep track on the player movement distance and then alarm the enemies that they will spawn when the player had moved a certain distance. Therefore I included […]

AI is annoying, even when rudimentary
So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

AI is annoying, even when rudimentary
So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

AI is annoying, even when rudimentary
So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]

AI is annoying, even when rudimentary
So the latest week I have been working on an rudimentary AI for our game(AI being short for Artificial Intelligence, meaning something made to mimic intelligence) although all it does is follow the player and attack him/her a certain distance away. This time I didn’t copy any code for the AI itself, although I needed a bit of help, AI is tricky even when it barely qualifies(the reason you don’t see better AI in games I suspect).
[…]