Browsing '5SD033': Introduction to Game Development

Alpha-proof

Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]

/ Comments Off on Alpha-proof
Program: Programming

Alpha-proof

Okay her’es the rundown of the last 20 hours or so.
Thursday i worked most of the day on the CollisionManager and we planned to work all night with finishing the alpha. Oliver came back around 5 or so and took charge or the coding. During the night i did some more collision work as well as adding the noise circles for the player. Before i left i also created an attack functionality for the player and made it functional by […]

/ Comments Off on Alpha-proof
Program: Programming

Codename: Haunted Light – ObjectManager

This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]

/ Comments Off on Codename: Haunted Light – ObjectManager
Program: Programming

Codename: Haunted Light – ObjectManager

This week we’ve been working hard on getting an alpha product done for the presentation that will be held in from of the class.
I’ve made some finishing touches on the light engine so that it e.g. no longer have transparent shadows. This was accomplished by using blend modes. I’m quite familiar with using blend-modes because of my previous projects when I used to program a lot inside the game engine Game Maker. But I’ve gotten more and more used to […]

/ Comments Off on Codename: Haunted Light – ObjectManager
Program: Programming

ID- OMG Artifact blog 2

I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

ID- OMG Artifact blog 2

I have been working on ID for colliders. The thing is, whenever an enemy is deleted, its collider will need to be deleted as well. Because I have used containers of colliders that check each other for overlaps, I was thinking that there must be some way to identify them so that the correct collider is deleted. What I have done so far is I have managed to get rid of the correct collider in my testing project. But it […]

/ Comments Off on ID- OMG Artifact blog 2
Program: Programming

Game Development- Introduction. Blog Post – 2

Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]

/ Comments Off on Game Development- Introduction. Blog Post – 2
Program: Programming

Game Development- Introduction. Blog Post – 2

Last week i started to work with the enemy – movement pattern, but i had some work left to do, so i continued to work with it this week too. I have also started to implement a AudioManager because that’s something we need, at least when we have to use multiple audio files. Right now we are only using one musicfile/music clip and everything invoving the music is defined in Engine.h and Engin.cpp. But that’s are going to change when I’m […]

/ Comments Off on Game Development- Introduction. Blog Post – 2
Program: Programming

Artifact Post 2 : [GameObjectManager]

/ Comments Off on Artifact Post 2 : [GameObjectManager]
Program: Programming

Artifact Post 2 : [GameObjectManager]

/ Comments Off on Artifact Post 2 : [GameObjectManager]
Program: Programming

Artifact : Button

The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.

The button as it is in its original stage, nothing special it is just there and waiting for some action.

The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]

/ Comments Off on Artifact : Button
Program: Programming

Artifact : Button

The artifact of the week is the Button!
What is the Button ?
The button consists of three stages. Being there, being hovered and being selected as shown below. It has a sprite sheet of three sprites.

The button as it is in its original stage, nothing special it is just there and waiting for some action.

The button being hovered, now things will start to happen, upon mouse entering the sprite of the button the sprite will change into the second […]

/ Comments Off on Artifact : Button
Program: Programming

A leap between dimensions

Alright, so I study graphics, and I am baffled by how many people are.. well, baffled.. by the idea that I can program as well! Are people’s personal ambitions really so low that the very concept of being good at more than one area is cause for the reactions that gett? Anyhow, I’ve been making games since I was 13, and by that, I mean that I’ve been handling/learning all vital areas connected to that; 2d-graphics, 3d-graphics, programming, sound design […]

/ Comments Off on A leap between dimensions
Program: Graphics

A leap between dimensions

Alright, so I study graphics, and I am baffled by how many people are.. well, baffled.. by the idea that I can program as well! Are people’s personal ambitions really so low that the very concept of being good at more than one area is cause for the reactions that gett? Anyhow, I’ve been making games since I was 13, and by that, I mean that I’ve been handling/learning all vital areas connected to that; 2d-graphics, 3d-graphics, programming, sound design […]

/ Comments Off on A leap between dimensions
Program: Graphics

ARTIFACT BLOG #2 Alpha time!

Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]

/ Comments Off on ARTIFACT BLOG #2 Alpha time!
Program: Programming

ARTIFACT BLOG #2 Alpha time!

Hi.
This week has been rather stressful. During our project we’ve had a lot of problems syncing our projects, meaning we’ve been sitting with maybe 3 different projects that all needed to merge together. This week all of us have worked mostly with trying to do just that.
We had one project with most of our game mechanic, that later got the collision from another project (by project I mean solution files), and then we had a third project with most of […]

/ Comments Off on ARTIFACT BLOG #2 Alpha time!
Program: Programming

Playground Panic #2 – Viewports

One of the things that makes our game unique is how you need to find and clean a kid before their parent(s) come to pick their kid up. This creates a tension that simply running around to clean the kids wouldn’t achieve, but it also required a large map and the ability to move around in it.
During the development-process so far we have only had a single-colored background. With a background added in, the game took a big visual step […]

/ Comments Off on Playground Panic #2 – Viewports
Program: Programming

Playground Panic #2 – Viewports

One of the things that makes our game unique is how you need to find and clean a kid before their parent(s) come to pick their kid up. This creates a tension that simply running around to clean the kids wouldn’t achieve, but it also required a large map and the ability to move around in it.
During the development-process so far we have only had a single-colored background. With a background added in, the game took a big visual step […]

/ Comments Off on Playground Panic #2 – Viewports
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 […]

/ Comments Off on The timing is right!
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 […]

/ Comments Off on The timing is right!
Program: Programming

A place to hide

This week, with the Alpha deadline coming up, much attention and work have been given to create objects to hide behind.

In our game we have guards and cameras that will detect you if you cross their line of sight (will be shown by a coloured cone, moving back and forth from the enemy). In order to escape you must either stealth past them or kill them. A big part of our stealth gameplay is to hide behind corners and […]

/ Comments Off on A place to hide
Program: Graphics

A place to hide

This week, with the Alpha deadline coming up, much attention and work have been given to create objects to hide behind.

In our game we have guards and cameras that will detect you if you cross their line of sight (will be shown by a coloured cone, moving back and forth from the enemy). In order to escape you must either stealth past them or kill them. A big part of our stealth gameplay is to hide behind corners and […]

/ Comments Off on A place to hide
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics

Pumpmeter increase & “Blue Cow” power-up SFX

All the sound effects I’ve done so far has been pretty straight forward, although our game has a very distinct cartoonish feel to it I decided I would keep all “real” sounds simple and realistic. The sounds of feet hitting concrete or a cane striking another human being should be as similar to the real sound as possible because I wanted to keep our game from becoming too surreal. When it was time for me to produce sounds for things […]

/ Comments Off on Pumpmeter increase & “Blue Cow” power-up SFX
Program: Graphics