Browsing '2015': Students starting in 2015

Blogg 10 mars

Åh va kul att åka hem till fastlandet och totalt glömma det här med bloggande… Får power-skriva ihop något lite snabbt!
Vi i gruppen bestämde oss för att göra våra menyer till spelet lite personligare, mest inriktat på Main Menu. Så jag börjar med att visa hur de första varianterna såg ut!
Main menu
Hittade massa roliga brushes med space-tema på the internet med diverse stjärnor, galaxer och annat rymd-relaterat som jag inte kan namnen på, och använde dessa för att göra bakgrunden. […]

/ Comments Off on Blogg 10 mars
Program: Programming

Blogg 10 mars

Åh va kul att åka hem till fastlandet och totalt glömma det här med bloggande… Får power-skriva ihop något lite snabbt!
Vi i gruppen bestämde oss för att göra våra menyer till spelet lite personligare, mest inriktat på Main Menu. Så jag börjar med att visa hur de första varianterna såg ut!
Main menu
Hittade massa roliga brushes med space-tema på the internet med diverse stjärnor, galaxer och annat rymd-relaterat som jag inte kan namnen på, och använde dessa för att göra bakgrunden. […]

/ Comments Off on Blogg 10 mars
Program: Programming

[5SD033]Blog 5 – Particle Generator

By: Martin Carlsson
Group: 10
One of the artifacts I have been working on this week is our particle generator. The reason we wanted a particle generator is mainly to improve the player feedback in the game.
First of, the particle generator serves as a indicator for the air level. When the air level is high, the particles are smaller. When the air level is low, the particles are much larger. The hope is that this will be enough of an indicator along with our […]

/ Comments Off on [5SD033]Blog 5 – Particle Generator
Program: Programming

[5SD033]Blog 5 – Particle Generator

By: Martin Carlsson
Group: 10
One of the artifacts I have been working on this week is our particle generator. The reason we wanted a particle generator is mainly to improve the player feedback in the game.
First of, the particle generator serves as a indicator for the air level. When the air level is high, the particles are smaller. When the air level is low, the particles are much larger. The hope is that this will be enough of an indicator along with our […]

/ Comments Off on [5SD033]Blog 5 – Particle Generator
Program: Programming

Femte blogginlägget

Oj då, det har redan gått 5 veckor sen vi började blogga, och nästa vecka är sista veckan vi behöver blogga på det  här projektet.
Denna vecka har tyvärr varit dålig på produceringfronten. Det känns som att jag har fått extremt lite gjort den här veckan.
Jag har iallafall, utöver andra saker fortsatt med att ge fienderymdskepen nå små trevliga animationer som gör det väldigt tydligt för spelaren att skeppen som landat nu mera är en del av bakgrunden, det går alltså […]

/ Comments Off on Femte blogginlägget
Program: Graphics

Femte blogginlägget

Oj då, det har redan gått 5 veckor sen vi började blogga, och nästa vecka är sista veckan vi behöver blogga på det  här projektet.
Denna vecka har tyvärr varit dålig på produceringfronten. Det känns som att jag har fått extremt lite gjort den här veckan.
Jag har iallafall, utöver andra saker fortsatt med att ge fienderymdskepen nå små trevliga animationer som gör det väldigt tydligt för spelaren att skeppen som landat nu mera är en del av bakgrunden, det går alltså […]

/ Comments Off on Femte blogginlägget
Program: Graphics

Death Animation of Aquilla, Group 12 #5

Hello dear readers and fellow programmers!
This week I’ve been tackling the issue of making a Death animation for the player which is a ship by the name of Aquilla. So I’ve been getting less and less work done mostly because the game is getting more complicated as we progress on due to there beeing more managers and more pieces of the puzzle needing to co-exist and work together, causing errors for minor faults in the code or just lack of […]

/ Comments Off on Death Animation of Aquilla, Group 12 #5
Program: Programming

Death Animation of Aquilla, Group 12 #5

Hello dear readers and fellow programmers!
This week I’ve been tackling the issue of making a Death animation for the player which is a ship by the name of Aquilla. So I’ve been getting less and less work done mostly because the game is getting more complicated as we progress on due to there beeing more managers and more pieces of the puzzle needing to co-exist and work together, causing errors for minor faults in the code or just lack of […]

/ Comments Off on Death Animation of Aquilla, Group 12 #5
Program: Programming

Week 5 – Tsunami

During this week I have been working on several smaller artifacts and I’m sorry to say that none of them are completely done.  But one of them is the tsunami that will appear in the game and it’s the one that is closest to be done. It haven’t been tested in game yet and is why I’m calling it not done. The tsunami will move from the top of the screen towards the bottom and will be as wide or […]

/ Comments Off on Week 5 – Tsunami
Program: Graphics

Week 5 – Tsunami

During this week I have been working on several smaller artifacts and I’m sorry to say that none of them are completely done.  But one of them is the tsunami that will appear in the game and it’s the one that is closest to be done. It haven’t been tested in game yet and is why I’m calling it not done. The tsunami will move from the top of the screen towards the bottom and will be as wide or […]

/ Comments Off on Week 5 – Tsunami
Program: Graphics

[5SD033] Wave System

Hello! This week I have mainly been fixing bugs, some refactoring of the code and finished features we needed to have done before our Beta milestone we had last Monday. Except all of this I have also implemented a new system, the Wave System.
This new features replaced our hardcoded system we used before, instead of spawning enemies from a update loop we can now to this from a json file. In this post I will try to explain how this works, step by step. Starting […]

/ Comments Off on [5SD033] Wave System
Program: Programming

[5SD033] Wave System

Hello! This week I have mainly been fixing bugs, some refactoring of the code and finished features we needed to have done before our Beta milestone we had last Monday. Except all of this I have also implemented a new system, the Wave System.
This new features replaced our hardcoded system we used before, instead of spawning enemies from a update loop we can now to this from a json file. In this post I will try to explain how this works, step by step. Starting […]

/ Comments Off on [5SD033] Wave System
Program: Programming

You got a new Highscore!

This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.

Let […]

/ Comments Off on You got a new Highscore!
Program: Programming

You got a new Highscore!

This week I finished our highscore system, but when I say finished I actually mean “we finally got this thing working properly don’t touch it”. We’ve actually been working on the highscore system on and off for a few weeks now and it didn’t work nicely until recently. And we still need to work a bit on the UI. Why it took so long is because we had a bunch of small problems that together caused a pretty large mess.

Let […]

/ Comments Off on You got a new Highscore!
Program: Programming

Fixa med HUD, Grupp 4 post #5

Efter vår beta presentation så sa Markus att han tyckte att vi skulle flytta på vår luftmätare för spelaren. Detta var något som vi hade funderat på att göra då vi kände att den låg i vägen för spelaren. Den låg från början högst upp på skärmen men eftersom att spelaren måste åka högst upp på skärmen så blockerade den vyn för spelaren. Så vi bestämde att vi ville både luftmätaren lägga den på vänster sida av skärmen, vi valde […]

/ Comments Off on Fixa med HUD, Grupp 4 post #5
Program: Programming

Fixa med HUD, Grupp 4 post #5

Efter vår beta presentation så sa Markus att han tyckte att vi skulle flytta på vår luftmätare för spelaren. Detta var något som vi hade funderat på att göra då vi kände att den låg i vägen för spelaren. Den låg från början högst upp på skärmen men eftersom att spelaren måste åka högst upp på skärmen så blockerade den vyn för spelaren. Så vi bestämde att vi ville både luftmätaren lägga den på vänster sida av skärmen, vi valde […]

/ Comments Off on Fixa med HUD, Grupp 4 post #5
Program: Programming

Week 5 (How To Make A Propeller Plane Out Of An Electric Shaver)

Hello! My name is Martin Månsson. I am the sound director of the game “Potato Pirates”. Last week I talked about how to make a sound effect for the “Potato Canon”, and this week I will talk about how to make a sound that sounds like a propeller on a plane. The game will take place during the 1920’s , so we will be using propeller planes as both the player avatar and as enemies (like the “Fighter Plane” which […]

/ Comments Off on Week 5 (How To Make A Propeller Plane Out Of An Electric Shaver)
Program: Graphics

Week 5 (How To Make A Propeller Plane Out Of An Electric Shaver)

Hello! My name is Martin Månsson. I am the sound director of the game “Potato Pirates”. Last week I talked about how to make a sound effect for the “Potato Canon”, and this week I will talk about how to make a sound that sounds like a propeller on a plane. The game will take place during the 1920’s , so we will be using propeller planes as both the player avatar and as enemies (like the “Fighter Plane” which […]

/ Comments Off on Week 5 (How To Make A Propeller Plane Out Of An Electric Shaver)
Program: Graphics

week 5, Loading screen

As our game has grown larger and larger asset wise over the weeks I guess it’s not that surprising that there might be a great amount of data that needs to be loaded for the game to start. This could of course have been handled differently than we did but we chose to load every game texture as the game starts, in comparison to load everything as it is needed. This is also a viable way to do it as […]

/ Comments Off on week 5, Loading screen
Program: Programming

week 5, Loading screen

As our game has grown larger and larger asset wise over the weeks I guess it’s not that surprising that there might be a great amount of data that needs to be loaded for the game to start. This could of course have been handled differently than we did but we chose to load every game texture as the game starts, in comparison to load everything as it is needed. This is also a viable way to do it as […]

/ Comments Off on week 5, Loading screen
Program: Programming

Balance And Testing

So this week as we continue to improve upon our game Trowl i have put all of my focus and attention towards balancing the game, because one of the changes we did this week was to make the game autoscrolling which made it so that i had to rework alot of the leveldesign in the game. But we did this change because of feedback we have gotten from playtesters that did not know that they are suppose to move forward […]

/ Comments Off on Balance And Testing
Program: Programming

Balance And Testing

So this week as we continue to improve upon our game Trowl i have put all of my focus and attention towards balancing the game, because one of the changes we did this week was to make the game autoscrolling which made it so that i had to rework alot of the leveldesign in the game. But we did this change because of feedback we have gotten from playtesters that did not know that they are suppose to move forward […]

/ Comments Off on Balance And Testing
Program: Programming

Week 7, OMNOMNOM

This week i have finished the animation for our last enemy to the game.
I have made references to this enemy before in an earlier blogpost called ”Vecka 4, Show me your moves”, where i called it ”Gammelgäddan”. The name was just a placeholder for whatever horrible beast that we could come up with!
After a few ideas about giant octopuses, actual pike or maybe a shark, we came up with something. As this enemy is suppose to be a one hit knockout […]

/ Comments Off on Week 7, OMNOMNOM
Program: Graphics

Week 7, OMNOMNOM

This week i have finished the animation for our last enemy to the game.
I have made references to this enemy before in an earlier blogpost called ”Vecka 4, Show me your moves”, where i called it ”Gammelgäddan”. The name was just a placeholder for whatever horrible beast that we could come up with!
After a few ideas about giant octopuses, actual pike or maybe a shark, we came up with something. As this enemy is suppose to be a one hit knockout […]

/ Comments Off on Week 7, OMNOMNOM
Program: Graphics