Browsing '5SD023': Game Programming II

Artifact post: Getting Git working.

This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]

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Program: Programming

Artifact post: Getting Git working.

This week’s artifact: Integrate GitHub to the group.
I begun yesterday by abandoning the old repository and creating a new one. It didn’t work so i tried to make another one. When that didn’t work either i realized that the Debug and Release folder weren’t the only ones who were not supposed to be in the repository. I realized i had been copying the Hidden folder Git as well so for the next repository (Number 4) i only added the other folders […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

Haunted Light 2014-03-05 Options Menu

My assignment of the week is to create an options menu. I started with a mistake, the mistake that I did not think through how we wanted the options state to work which led to some undesired errors in both the options state as the game state.
Well I can begin with explaining the errors of my way, I started with the background because every state needs its own background…right? Well turns out that I should have read my lead programmers […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

ConfigManager – Reading from files


Hello dear readers,
Today I am going to discuss some about my latest contribution to our game project. The ConfigManager, which is a part of the program which keep in mind all the files that have been read and what lines they contain.
I will illustrate how it works with an alteration of the picture above.

PSEUDO CODE
Red lines are ignored.
Green lines are stored in a std::vector¹.
 
The lines that are stored in the vector is then split at the “=” sign. […]

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Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

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Program: Programming

Git is working. for now…

Today was interesting. We worked in the group all day and during the morning i added a virtual void in the weapon class for dropping the object rather than throwing it and also had the item draw out on the screen. After lunch i decided to finally get around to get Git working properly. After creating several new projects and accidentally copying the wrong folders i finally got something working and we managed to get out projects synced between computers, […]

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Program: Programming

Another somewhat productive day

Had a better day today. Turns out most of the things i had written in my Scrum planning had been solved in bolt’s latest version. Removing guards when they are killed and fixing the crashes i was having when dropping and throwing items. However Bolt recently stepped in and added a new class and derived class for weapons which will be useful in the future but messed up my existing method for throwing and drawing items.
Today i added a virtual […]

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Program: Programming

Another somewhat productive day

Had a better day today. Turns out most of the things i had written in my Scrum planning had been solved in bolt’s latest version. Removing guards when they are killed and fixing the crashes i was having when dropping and throwing items. However Bolt recently stepped in and added a new class and derived class for weapons which will be useful in the future but messed up my existing method for throwing and drawing items.
Today i added a virtual […]

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Program: Programming

Today’s historical figure: Tycho Brahe

Today nothing went right, period.
I was planning on getting to school early at nine to read an hour before the group meeting, when i arrived i booked a classroom for us to meet in and went in there to read. At twenty past ten i begin to wonder where everyone is and after chekcking the course homepage it turned out we had the Post Mortem class today. I spilled my water bottle while packing a my things and every toilet […]

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Program: Programming

Today’s historical figure: Tycho Brahe

Today nothing went right, period.
I was planning on getting to school early at nine to read an hour before the group meeting, when i arrived i booked a classroom for us to meet in and went in there to read. At twenty past ten i begin to wonder where everyone is and after chekcking the course homepage it turned out we had the Post Mortem class today. I spilled my water bottle while packing a my things and every toilet […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

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 […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

So much confusion

So this week I have been working on the UI. In detail it is the parent meter, parent circles, arrows and indicators. Now I will tell you what things do and how it works. So inside the parent meter you have circles in different colors, they represent parents that are on their way to pick up their children. To know whose child is whose we will have arrows pointing at the child with the same color as the circle, that […]

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Program: Programming

A* Pathfinding

Today I am going to talk about path finding, more specifically A* path finding which is just one of many methods of doing path finding.

What is path finding?
Essentially, path finding is a technique for finding a way trough a bunch of obstacles from point A to point B.
In general you apply path finding with AI, but there are other cases that path finding is used as well.

What is A*?
A* is a heuristic graph based algorithm.
A grid of nodes is used to […]

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Program: Programming

A* Pathfinding

Today I am going to talk about path finding, more specifically A* path finding which is just one of many methods of doing path finding.

What is path finding?
Essentially, path finding is a technique for finding a way trough a bunch of obstacles from point A to point B.
In general you apply path finding with AI, but there are other cases that path finding is used as well.

What is A*?
A* is a heuristic graph based algorithm.
A grid of nodes is used to […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

ARTIFACT BLOG #3 Our second enemy

Greetings!
Chosen artifact of the week is the ranged enemy for our game. The behaviour we wanted for it was that it should be passive until attacked by the player (You *have* to kill all enemies to win so they’re not skippable) and when it’s in its attack state it should start to zig-zag rather fast while shooting at the player. And as of tonight we’ve pretty much nailed the behaviour.
We started off by making the enemy shoot against the player […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming

Game Development and Coding 27 Feb 2014 – Sprite Manager

The Sprite Manager Remade.
A Sprite Manager is usually a good idea to make for your game. An even better idea is to make it do as much as possible when being called on so you can focus on other things. What do I mean by that? Not that a Sprite Manager should do everything, but it’s always good to keep down the number of code lines needed to use it.
I write this, because I want to describe how the new […]

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Program: Programming