Browsing '2014 ': Students starting in 2014

Background for main menu

So this week I am going to write a post about a work in progress. The background for the main menu. This project requires a bit more of the artist than the previous objects I have been working on. I have to take in account perspective and a lot more variables to make it look good. I also have to work together with the artist that makes the buttons to make sure that they fit in a suitable space. Also […]

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Program: Graphics

Background for main menu

So this week I am going to write a post about a work in progress. The background for the main menu. This project requires a bit more of the artist than the previous objects I have been working on. I have to take in account perspective and a lot more variables to make it look good. I also have to work together with the artist that makes the buttons to make sure that they fit in a suitable space. Also […]

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Program: Graphics

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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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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 […]

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Program: Programming

Space Shooter Project Blog: Post #2

Alright, another week has passed and additional pieces of the levels have been created. This time I will cover the next section of the game. Being the dedicated level designer, I don’t really do much outside of building the levels. Anyway, moving on.

So, here comes the part where I feel I have to repeat some of the information from my previous post, as whoever you might be that is going to read this blogpost, might not feel like looking […]

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Program: Graphics

Space Shooter Project Blog: Post #2

Alright, another week has passed and additional pieces of the levels have been created. This time I will cover the next section of the game. Being the dedicated level designer, I don’t really do much outside of building the levels. Anyway, moving on.

So, here comes the part where I feel I have to repeat some of the information from my previous post, as whoever you might be that is going to read this blogpost, might not feel like looking […]

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Program: Graphics

Week 5 of the Piñata – Candy chase

During this week I have been very busy with the walking animation cycle of the kid design I wrote about last week. Because I have had very limited knowledge of animation earlier I broke down the process into small enough steps that I thought I could manage. I also made this using photoshop CS, which is not the most ideal program to use for animation, but it works and I still learned a lot about frame by frame animation.
I […]

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Program: Graphics

Week 5 of the Piñata – Candy chase

During this week I have been very busy with the walking animation cycle of the kid design I wrote about last week. Because I have had very limited knowledge of animation earlier I broke down the process into small enough steps that I thought I could manage. I also made this using photoshop CS, which is not the most ideal program to use for animation, but it works and I still learned a lot about frame by frame animation.
I […]

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Program: Graphics

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 […]

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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 […]

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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 […]

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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 […]

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Program: Programming

Space Shooter Project. Blog 2. Potential challenges.

So this blog post is going to be significantly less informative and with a bit more speculations than the previous one. This is due to the fact that the work I have done recently have been documenting our game which isn’t much of an actual game artifact. I have however started working on some outlines for potential challenges involving our score system in combination with different enemies. To understand this you need to be aware of how some of our […]

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Program: Graphics

Space Shooter Project. Blog 2. Potential challenges.

So this blog post is going to be significantly less informative and with a bit more speculations than the previous one. This is due to the fact that the work I have done recently have been documenting our game which isn’t much of an actual game artifact. I have however started working on some outlines for potential challenges involving our score system in combination with different enemies. To understand this you need to be aware of how some of our […]

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Program: Graphics

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. […]

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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. […]

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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 […]

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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 […]

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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 […]

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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 […]

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Program: Programming