Browsing '5SD023': Game Programming II

The timing is right!

Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]

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Program: Programming

The timing is right!

Well this week started off pretty badly with me feeling like I’ve got a flu. It turned out to be a little bit worse when I went to the doctor and now I have to pop pills that make me sleepy and stay away from people so I don’t spread the illness.This couldn’t have come at a worse time either right before the alpha for the game is supposed to be done.Needless to say I’ve not got much work done […]

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Program: Programming

Game dev, Suit’em up – SpriteManager with animated sprites

We created an early SpriteManager in the start of the project but it couldn’t load animated sprites or load sprites from a part in a spritesheet. I have now added this functionality.
I started with creating a wrapper around sf::Sprite and I have created the AnimatedSprite class. I’m not really that proud of the wrapper since I put a lot of virtual functions in there that are only used by AnimatedSprite.


After adding the sprite types I added methods in […]

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Program: Programming

Game dev, Suit’em up – SpriteManager with animated sprites

We created an early SpriteManager in the start of the project but it couldn’t load animated sprites or load sprites from a part in a spritesheet. I have now added this functionality.
I started with creating a wrapper around sf::Sprite and I have created the AnimatedSprite class. I’m not really that proud of the wrapper since I put a lot of virtual functions in there that are only used by AnimatedSprite.


After adding the sprite types I added methods in […]

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Program: Programming

Artifact post 2: CollisionManager

This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]

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Program: Programming

Artifact post 2: CollisionManager

This week i have added a collision manager class to the game, it has been the largest artifact I’ve done and is therefore the subject of this week’s Artifact post.
This Collision manager alters slightly from the original one which had to be replaced as the implementation and function was changed after Oliver’s advice. The original manager (mentioned in the previous post) was to be used in the Level.update method and handled not only the detection of collisions but also the […]

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Program: Programming

AI for Enemies

So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.

So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]

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Program: Programming

AI for Enemies

So the other week I wrote about pathfinding. After a consultation with our mentor we decided to add some other ai first and if we have the time, implement pathfinding later.

So this week I have been writing code for the enemies’ ai-states. Our two different enemies will have different states when I’m done, but for now they will have the same just so we have something for the alpha. The one to the left is the ranged enemy and […]

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Program: Programming

Treshhold overcomed

This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]

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Program: Programming

Treshhold overcomed

This week has been a series of half-assed opinions and motivations boosts for our group. We’ve been working on getting our orientation between our states better handled, getting sound into our game, customizing our character and getting a score to show up on the screen. Our producer have been tackled with the presentation assignment and working out the documentation for our group while I took a leave of absent from being a lead designer(when it came to documentation) and focused […]

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Program: Programming

Bad day(sort of)

It got a bit late last night so i decided to write the blog post today instead. 
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it. 
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]

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Program: Programming

Bad day(sort of)

It got a bit late last night so i decided to write the blog post today instead. 
Yesterday i worked alone adding an attack method for the player which depended which weapon the player had equipped at the current time, i had limited success and decided i should wait until the collisions and items had been implemented before doing it. 
During the afternoon i worked on re-implementing the collision between player-Guard and player-Exit, i did this by moving them from the Engine […]

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Program: Programming

Soundripples

Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]

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Program: Programming

Soundripples

Prepare for a long blog post. Go get some coffee or something becuase here we go (:
Since we make a stealth action game we needed to handle light and sound in a smart way since guards will see or hear you.Since I already made a blogpost about the light I wont bring it up except small parts of it. This post will focus on the hearing detection of the guards.
What did I need?Our main character and the guards will emit […]

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Program: Programming

The Lonely Programmer

Leonard was still sick today and i haven’t heard from Oliver all day so I’ve been working alone.
In the morning i went to to the classroom early even though i knew the class wasn’t until the afternoon(totally) and worked on the collision. I was writhing the logical parts needed to fill up the code template Leonard found during the weekend but never managed to finish. The parts that take the player’s position plus/minus height/2 and compares it to the other […]

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Program: Programming

The Lonely Programmer

Leonard was still sick today and i haven’t heard from Oliver all day so I’ve been working alone.
In the morning i went to to the classroom early even though i knew the class wasn’t until the afternoon(totally) and worked on the collision. I was writhing the logical parts needed to fill up the code template Leonard found during the weekend but never managed to finish. The parts that take the player’s position plus/minus height/2 and compares it to the other […]

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Program: Programming

Everything went better than expected

This weekend was annoying, not being able to contact Oliver or Leo most of the time really bottlenecked my work and i didn’t get nearly everything i wanted done. During the weekend i worked on getting the right sprites into the game, making the hiding function working again and i also made the guards return to their initial position(almost) when losing sight of the player. During the Sunday evening Leo placed out objects and guards in order to make a […]

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Program: Programming

Everything went better than expected

This weekend was annoying, not being able to contact Oliver or Leo most of the time really bottlenecked my work and i didn’t get nearly everything i wanted done. During the weekend i worked on getting the right sprites into the game, making the hiding function working again and i also made the guards return to their initial position(almost) when losing sight of the player. During the Sunday evening Leo placed out objects and guards in order to make a […]

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Program: Programming

Not much progress today, with Olvier gone I had a hard time understanding his code properly while also making me reluctant to make any big changes as i don’t know what he is planning to do. I added a guard into the level loader and set it to update the same way the normally added guards was but i just could not get it to work. I also don’t quite understand the objects he have set to load from the […]

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Program: Programming

Not much progress today, with Olvier gone I had a hard time understanding his code properly while also making me reluctant to make any big changes as i don’t know what he is planning to do. I added a guard into the level loader and set it to update the same way the normally added guards was but i just could not get it to work. I also don’t quite understand the objects he have set to load from the […]

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Program: Programming

Game Development- Introduction. Blog Post – 1

In this course all student are split into 12 groups of about 6-8 people in each group. Each group will together developing a game which is based on a concept document.
In my group we are 3 programmers and 3 graphic artists.  We did chose to create a game based from the concept document ESCAPE.
Why did we choose ESCAPE?
We did chose ESCAPE because we felt it was the most interesting concept of the one we could choose. We did also had a voting where […]

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Program: Programming

Game Development- Introduction. Blog Post – 1

In this course all student are split into 12 groups of about 6-8 people in each group. Each group will together developing a game which is based on a concept document.
In my group we are 3 programmers and 3 graphic artists.  We did chose to create a game based from the concept document ESCAPE.
Why did we choose ESCAPE?
We did chose ESCAPE because we felt it was the most interesting concept of the one we could choose. We did also had a voting where […]

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Program: Programming

Plans of Futura’s Soundmanager.

The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.

While not finished because of the bug […]

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Program: Programming

Plans of Futura’s Soundmanager.

The sound manager for the game has been quite an annoyance since the development library has a bug concerning playing audio.
The development library we use for the game is SFML (Simple and Fast Multimedia Library) while simple it’s got its own sets of problems for game development.
The problem that I’m annoyed by is a bug that when the game gets turned off crashes the game because off a missing .dll that isn’t missing.

While not finished because of the bug […]

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Program: Programming