Browsing '2013': Students starting in 2013

Item Class Friday
Today i remade the pickup items into their own class but moving variables and functionality from the GameObject class(which the Item now inherits) it took most of the day to replace all the items and correct all the places where they were mentioned into working properly but it turned out good in the end. I still have the bugs where items will fly in the wrong direction when thrown and they still don’t collide with walls but we decided to […]

Item Class Friday
Today i remade the pickup items into their own class but moving variables and functionality from the GameObject class(which the Item now inherits) it took most of the day to replace all the items and correct all the places where they were mentioned into working properly but it turned out good in the end. I still have the bugs where items will fly in the wrong direction when thrown and they still don’t collide with walls but we decided to […]

Project Aurora, post 7, (Blog Assignment 4) Camera problem
Ok, following up on previous post, I had a lot of problems getting the light circle to work as I wanted and all the problems basicly led back to how the view or camera of the game was updated and the position of everything. So this post will be about the camera and maybe some light circle stuff.
At first we didn’t have a camera class to handle the camera. We used SFML’s built in sf::view which handle what the player […]

Project Aurora, post 7, (Blog Assignment 4) Camera problem
Ok, following up on previous post, I had a lot of problems getting the light circle to work as I wanted and all the problems basicly led back to how the view or camera of the game was updated and the position of everything. So this post will be about the camera and maybe some light circle stuff.
At first we didn’t have a camera class to handle the camera. We used SFML’s built in sf::view which handle what the player […]

Codename: Haunted Light – GameStates
This week I have accomplished a couple of things.
I changed what the Object-Manager stores. Previously it stored GameObjects but now it stores pointers to GameObjects. This prevents the object you want to store inside the Object-Manager from being destroyed when it gets copied over to the map container. Due to this change I also managed to fix a couple of memory leaks concerning the objects sprites and colliders not getting destroyed. Another thing I did was making the game scale […]

Codename: Haunted Light – GameStates
This week I have accomplished a couple of things.
I changed what the Object-Manager stores. Previously it stored GameObjects but now it stores pointers to GameObjects. This prevents the object you want to store inside the Object-Manager from being destroyed when it gets copied over to the map container. Due to this change I also managed to fix a couple of memory leaks concerning the objects sprites and colliders not getting destroyed. Another thing I did was making the game scale […]

Haunted Light – Pathfinding!
This was a hard nut to crack. And I’m not going to lie, our lead programmer, http://codergimmic.wordpress.com/, was extremely helpful with this, since he supplied me with A* pathfinding code from one of his projects. And so I analyzed that code and figured out the logic behind it. I also used this website to try and figure it out: http://www.policyalmanac.org/games/aStarTutorial.htm. I also read about A* at other sites, but those two sources were my main help […]

Haunted Light – Pathfinding!
This was a hard nut to crack. And I’m not going to lie, our lead programmer, http://codergimmic.wordpress.com/, was extremely helpful with this, since he supplied me with A* pathfinding code from one of his projects. And so I analyzed that code and figured out the logic behind it. I also used this website to try and figure it out: http://www.policyalmanac.org/games/aStarTutorial.htm. I also read about A* at other sites, but those two sources were my main help […]

Started with coding
So last week I started on the coding process as I completed the documentation part. The task I started with next was a score manager that would keep track of the points, and then being saved to a file; in this case a text file. Every time the program is run 100 points are added to the text file. This means that the score is saved in the text file and always being kept there until the next time the […]

Started with coding
So last week I started on the coding process as I completed the documentation part. The task I started with next was a score manager that would keep track of the points, and then being saved to a file; in this case a text file. Every time the program is run 100 points are added to the text file. This means that the score is saved in the text file and always being kept there until the next time the […]

Making a Game Part 3 – Shooting
So, here we are again.
This week I chose to try implementing animations and shooting, both of which being pretty big additions to a game.
However, this post will only be about the shooting, leaving the animations for another day.
First thoughts about shooting: bullets need to be their own object and only spawned/despawned when actually in use, so as to not cause unnecessary performance-drops.
The bullets also need to be associated with the player, the enemies and the walls, so an efficient way […]

Making a Game Part 3 – Shooting
So, here we are again.
This week I chose to try implementing animations and shooting, both of which being pretty big additions to a game.
However, this post will only be about the shooting, leaving the animations for another day.
First thoughts about shooting: bullets need to be their own object and only spawned/despawned when actually in use, so as to not cause unnecessary performance-drops.
The bullets also need to be associated with the player, the enemies and the walls, so an efficient way […]
Haunted Light – Pathfinding!
This was a hard nut to crack. And I’m not going to lie, our lead programmer, http://codergimmic.wordpress.com/, was extremely helpful with this, since he supplied me with A* pathfinding code from one of his projects. And so I analyzed that code and figured out the logic behind it. I also used this website to try and figure it out: http://www.policyalmanac.org/games/aStarTutorial.htm. I also read about A* at other sites, but those two sources were my main help […]
Haunted Light – Pathfinding!
This was a hard nut to crack. And I’m not going to lie, our lead programmer, http://codergimmic.wordpress.com/, was extremely helpful with this, since he supplied me with A* pathfinding code from one of his projects. And so I analyzed that code and figured out the logic behind it. I also used this website to try and figure it out: http://www.policyalmanac.org/games/aStarTutorial.htm. I also read about A* at other sites, but those two sources were my main help […]

Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

Artifact of the week, AI.
Hello dear class mate(s).
This week I have been working with some simpler kind of AI. As always we have been using Box2D mostly for walls but that isn’t anything that I plan on rambling on every post about how it works, just so you know where the b2vec is coming from.
Before the feature freeze we decided that we probably should cut down on the number of enemies. We had four of them planned at that point. It is 3 and […]

Playground Panic #3 – Ratatatatatatasplash
This week was filled with bug-fixes and different improvements in our previous assets. My main focus was spent on the View(port) and making it work smoothly with both edges and the player. Unfortunately due to a couple of meetings today, I don’t happen to have it in a completed state right now, so that will probably be on my next blog-post! Instead, I figured I would talk about how the shooting works.
The shooting, aka. the sponge-projectiles (we’re child-friendly here), are […]

Playground Panic #3 – Ratatatatatatasplash
This week was filled with bug-fixes and different improvements in our previous assets. My main focus was spent on the View(port) and making it work smoothly with both edges and the player. Unfortunately due to a couple of meetings today, I don’t happen to have it in a completed state right now, so that will probably be on my next blog-post! Instead, I figured I would talk about how the shooting works.
The shooting, aka. the sponge-projectiles (we’re child-friendly here), are […]

Menu Items
Taking a break from animations I decided to work on on the user interface and make some menu mock-ups.
The start menu will be quite simple with a logo in the top and three buttons; Start Game, Options and Exit Game. The start game button will take you to a character select screen. There you will be able to choose between a male and a female character. There is no difference between the two player characters other than looks. The options button will take you to […]

Menu Items
Taking a break from animations I decided to work on on the user interface and make some menu mock-ups.
The start menu will be quite simple with a logo in the top and three buttons; Start Game, Options and Exit Game. The start game button will take you to a character select screen. There you will be able to choose between a male and a female character. There is no difference between the two player characters other than looks. The options button will take you to […]

Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]

Animations, Level Design and Credits Menu!
This week, in contrast to last week, I’ve mostly been doing some practical work. One of the tasks of the week has been to improve upon the animations we’ve been using so far in the proejct.
Simon Fredell did the original, few, frames while I have been improving on his work, turning 4 frames into 7, 8 into 15, etc, manually tweening between each frame.
Below is two images to illustrate what I’ve been doing.
—– >
Tweening, or inbetweening […]