Browsing '5SD033': Introduction to Game Development

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound.

February 13, 2014 / Comments Off on SFX – Dangerous Dander
Program: Graphics

SFX – Dangerous Dander

Early on in the production stage I decided that I wanted to do my own sound effects instead of using pre-recorded ones you can get online through various sound banks. My goal was to try and use midi instruments as much as possible because of the simplicity, I can easily modulate sounds through the use of effects and pre-amps, my favorite effects is a nifty little thing called Bit-Crusher, it adds a sort of Super Mario 32-bit feel to the sound.

February 13, 2014 / Comments Off on SFX – Dangerous Dander
Program: Graphics

Pre-alpha

I would have done a blog post when i got home last night but it was past eleven so i figured i’d do it today.
Yesterday we had a seminar about genus through history on which i did coding and wrote my weekly blog post, during the afternoon i has second thoughts about going to the worskshop but in the end i did it anyways, might as well as Leo couldn’t make it to school until right after it ended. We spent […]

/ Comments Off on Pre-alpha
Program: Programming

Pre-alpha

I would have done a blog post when i got home last night but it was past eleven so i figured i’d do it today.
Yesterday we had a seminar about genus through history on which i did coding and wrote my weekly blog post, during the afternoon i has second thoughts about going to the worskshop but in the end i did it anyways, might as well as Leo couldn’t make it to school until right after it ended. We spent […]

/ Comments Off on Pre-alpha
Program: Programming

Game Development and Coding 13 Feb 2014 – Collider class

The Collider Class.
Last week I worked on the collider class. Mostly I worked on the class’ overlap methods. Each object in the game that’s capable of colliding with something has its own collider as a member.
It is the Collider that determines the actual position of the object it is a member of.
The Collider has a position in the form of a pair of coordinates on the x-axis and the y-axis. The Collider also has a pair of values that determines […]

/ Comments Off on Game Development and Coding 13 Feb 2014 – Collider class
Program: Programming

Game Development and Coding 13 Feb 2014 – Collider class

The Collider Class.
Last week I worked on the collider class. Mostly I worked on the class’ overlap methods. Each object in the game that’s capable of colliding with something has its own collider as a member.
It is the Collider that determines the actual position of the object it is a member of.
The Collider has a position in the form of a pair of coordinates on the x-axis and the y-axis. The Collider also has a pair of values that determines […]

/ Comments Off on Game Development and Coding 13 Feb 2014 – Collider class
Program: Programming

The baton of Futura


This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]

/ Comments Off on The baton of Futura
Program: Graphics

The baton of Futura


This is the baton icon which will be represented in the interface when the baton is wielded. The idea behind it, as with all the weaponry and objects, was to take something old and make it new while still keeping the old feel. We did the same thing with the gun we designed for the game, we took an old revolver and made it more futuristic. Doing so with a baton is difficult because there isn’t a lot of […]

/ Comments Off on The baton of Futura
Program: Graphics

Soon I am done with the Document

This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]

/ Comments Off on Soon I am done with the Document
Program: Programming

Soon I am done with the Document

This week I have been working on the design document. It is going well and I have put down all my time to it. It will soon be done and my fellow team mates can look at it and give me some response. I have been dealing with the games details. Things that make a game work. A design document is a little like a rulebook. If you follow the document every part of the game from coding to art […]

/ Comments Off on Soon I am done with the Document
Program: Programming

Shoot ’em up Project 14-02-13

Last week was a busy week, as usual. One of our group members left us, leaving me and Anita as the only graphical artists. He was also our groups’ Lead Designer, so we had to decide on who would take over that role. It is a bit sad to have lost a group member, especially since we all get along very well and enjoy working together. But we have gotten back on track rather quickly – there is no time […]

/ Comments Off on Shoot ’em up Project 14-02-13
Program: Graphics

Shoot ’em up Project 14-02-13

Last week was a busy week, as usual. One of our group members left us, leaving me and Anita as the only graphical artists. He was also our groups’ Lead Designer, so we had to decide on who would take over that role. It is a bit sad to have lost a group member, especially since we all get along very well and enjoy working together. But we have gotten back on track rather quickly – there is no time […]

/ Comments Off on Shoot ’em up Project 14-02-13
Program: Graphics

Hopefully the last blog about collisions. Artifact blog

I have been updating my progress about the collisions and the most difficult part for me was to do the rectangle vs circle overlapping.
The things I have tried are to get the point on the line between two corners of the rectangle that is the closest to the circle using the dot product and a normalized vector and another method using different zones around the rectangle and check if the circle is inside of one of the zones to […]

/ Comments Off on Hopefully the last blog about collisions. Artifact blog
Program: Programming

Hopefully the last blog about collisions. Artifact blog

I have been updating my progress about the collisions and the most difficult part for me was to do the rectangle vs circle overlapping.
The things I have tried are to get the point on the line between two corners of the rectangle that is the closest to the circle using the dot product and a normalized vector and another method using different zones around the rectangle and check if the circle is inside of one of the zones to […]

/ Comments Off on Hopefully the last blog about collisions. Artifact blog
Program: Programming

Animation process

I thought I would use my first blog post for this course to explain my work process of making an animation, and which animation principles I value most while animating.
For reference, I spent three years learning animation in gymnasium, and mainly studied traditional animation on paper. I create, sketch out and color my animations in Photoshop, the only other program I use is Paint Tool SAI, for line work.
My group is creating a game in which you play as a […]

/ Comments Off on Animation process
Program: Graphics

Animation process

I thought I would use my first blog post for this course to explain my work process of making an animation, and which animation principles I value most while animating.
For reference, I spent three years learning animation in gymnasium, and mainly studied traditional animation on paper. I create, sketch out and color my animations in Photoshop, the only other program I use is Paint Tool SAI, for line work.
My group is creating a game in which you play as a […]

/ Comments Off on Animation process
Program: Graphics

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

/ Comments Off on Weekly update 2014-02-13
Program: Programming

Weekly update 2014-02-13

This week has been the most productive week in our projects lifetime.
We have inplemented and finished the vision fields that our guards and cameras will have.
We have also updated our maploader with some extra features which I will talk about here:

Loading objects(rectangles):
Because we don’t check collision with single tiles, we “merge” together the tiles collision boxes in order to make the game optimized. This is also used for creating spawnpoints or a special
We use this for:

Setting player, guard and camera […]

/ Comments Off on Weekly update 2014-02-13
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

My artifact, the Game Design Document

So in this new course we’re making another game and will be writing one of several artifacts that you’ve been working with. You should answer the questions what/how/why? and basically reflect on what you’ve worked with. It has to be 400 words minimum and deadlines are on thursdays and on top of that one member of another group will comment your blog post with at least 200 words. Anyway enough talk already let’s get started!
So what have I done and […]

/ Comments Off on My artifact, the Game Design Document
Program: Programming

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

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

Codename: Haunted Light – SpriteManager

This week and the previous one have been great! We’ve managed to fix most of the game engine’s core features. In the forthcoming days we’ll start working on some simple gameplay implementations.
The development library we use for Haunted Light is SFML (Simple and Fast Multimedia Library). Well the name speaks for itself but it’s a simple-to-use framework to communicate with all the Input and Output devices of the computer. Without a development library you’d have to write code that directly […]

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

Running

Last week, as I have mentioned earlier, I decided to take on creating two animations for our game, currently named Terminal. The main character is of course the most important part and therefore we want the animations for her done as soon as possible. Since I have already discussed the walkcycle I thought I would write something about the run-animation.I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew […]

/ Comments Off on Running
Program: Graphics

Running

Last week, as I have mentioned earlier, I decided to take on creating two animations for our game, currently named Terminal. The main character is of course the most important part and therefore we want the animations for her done as soon as possible. Since I have already discussed the walkcycle I thought I would write something about the run-animation.I started by using some of the walkcycle frames as a reference for proportions, movement style and placement and redrew […]

/ Comments Off on Running
Program: Graphics