Browsing 'Game Development':

Death

Last week I finally finished the death animation for the main character in “Terminal”, this turned out to be quite a challenge. I found it very difficult imagining how one would fall when dying and I did some sketches of how she might look when lying on the floor. I thought about googleing “dead girl” but I was afraid of what I would see so I just had to use my imagination.
I had one “death pose” that I liked although […]

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Program: Graphics

Death

Last week I finally finished the death animation for the main character in “Terminal”, this turned out to be quite a challenge. I found it very difficult imagining how one would fall when dying and I did some sketches of how she might look when lying on the floor. I thought about googleing “dead girl” but I was afraid of what I would see so I just had to use my imagination.
I had one “death pose” that I liked although […]

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Program: Graphics

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

Game Development and Coding 20 March 2014 – Tutorial Waves

Tutorial Waves
It’s usually a good idea to introduce the different elements of your game gradually over time rather than throwing everything at the player from the very start. That way the player will get acquainted with the controls as well as the different enemy types and their different behaviors.
Our tutorial consists of five waves. The first four introducing the different enemy types and the last introducing a combination of these before the game proper starts. Each wave has a three […]

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Program: Programming

Intro

I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]

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Program: Graphics

Intro

I have been very busy lately working on a comic book page styled intro for our game “Terminal” and I thought I should give you an update of what I have been doing.
As we had a storyboard assignment for the 2D course last week I thought I could kill two birds with one stone, since it was practically the same thing that I needed to do for this project. I reworked and added to a very basic storyboard that I […]

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Program: Graphics

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

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Program: Programming

(Part 2) Swedish Game Awards Conference 2014 Report – Talks

Another thing that also happens during SGA Conferences is talks from various people in the game industry. Below is a short summary of the talks that I could attend.
Romi Gråhed from DICE had a talk about development of games in general, what pitfalls a developer might run into and some general tips and tricks for better development of games.
Linnea Harrison from DICE has a talk about something that DICE calles Levolution. In short, it’s how you can change a level in […]

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Program: Programming

Game Developement and Coding 13 March 2014 – Entity Manager

The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
 
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
 
It stores pointers to […]

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Program: Programming

Game Developement and Coding 13 March 2014 – Entity Manager

The Entity Manager
The entity manager is a class that makes sure all objects (or entities) in the game space are updated and displayed on the screen properly.
 
The entity manager can be divided into five parts:
-Add pointers to objects and store them in vectors.
-Update all the objects via their pointers.
-Draw all objects via their pointers.
-Make sure all objects are added to the collision check.
-Check the HP of all objects and delete those that have reached zero or lower.
 
It stores pointers to […]

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Program: Programming

Ms X 2.0

This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.

I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]

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Program: Graphics

Ms X 2.0

This week I have completed my drawing of Ms X that I posted here a short while ago and I thought I would show you a little more about how I worked.

I had an idea of the pose I wanted, so the first thing I did was searching Google for references of women looking over their shoulder. I found one that had an angle I liked and to save me some time I moved her body and arms to […]

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Program: Graphics

Fly City 2.0

I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.

Here it is complete with colour and Ms X.

The colours I have picked from our mood board, trying to incorporate […]

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Program: Graphics

Fly City 2.0

I have just finished the drawing of Ms X and the colouring of Fly City which will be the background of the main menu of “Terminal” and I thought I would just show you how it turned out. First a little recap of what it used to look like.

Here it is complete with colour and Ms X.

The colours I have picked from our mood board, trying to incorporate […]

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Program: Graphics

Ms X

Yesterday I started on the first real depiction of our main character, known only as Ms X, which is to go on the main menu. I started with a rough sketch which I have reworked into clean line art, aiming at the style of the Ms Marvel comic, with thin line art that is thicker on the edges. I chose the pose and facial expression since I wanted to capture the essence of the game in the main menu. She […]

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Program: Graphics

Ms X

Yesterday I started on the first real depiction of our main character, known only as Ms X, which is to go on the main menu. I started with a rough sketch which I have reworked into clean line art, aiming at the style of the Ms Marvel comic, with thin line art that is thicker on the edges. I chose the pose and facial expression since I wanted to capture the essence of the game in the main menu. She […]

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Program: Graphics

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

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Program: Programming

DirectX Leak Debugging

Yo my peps,
I have put together a small tutorial on how to use the ID3D11Debug interface to debug memory leaks caused by not properly releasing DirectX objects.
So I recently discovered some warning messages in my C++ DirectX application that are printed to the debug output (not the console) when exiting the program.
(Note: due to a faulty WordPress plugin, some code snippets may be broken with random dashes and tab characters, it should […]

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Program: Programming

Game dev, Suit’em up – Animations in different directions

We have released a friends & family beta test and gotten some statistics of the current status of our game.
You are welcome to participate, here is the link to the feedback: feedback-form
And here is a link to the game, please fill in feedback if you play!: SuitEmUp FnF pre-beta
I have made animations work in different directions for enemies and the player. This is not implemented in the version I linked above but I will explain what is […]

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Program: Programming

Game dev, Suit’em up – Animations in different directions

We have released a friends & family beta test and gotten some statistics of the current status of our game.
You are welcome to participate, here is the link to the feedback: feedback-form
And here is a link to the game, please fill in feedback if you play!: SuitEmUp FnF pre-beta
I have made animations work in different directions for enemies and the player. This is not implemented in the version I linked above but I will explain what is […]

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Program: Programming

Terminal: Fly City

After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]

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Program: Graphics

Terminal: Fly City

After the Alpha we felt that we really wanted to have a main menu for the Beta presentation and moved it up on our priority list. I started right away with doing some really fast sketches, trying to explore different ideas and layouts. Some ideas that we had did not fit the game we are creating, for instance, we had an idea of the interrogation room where the game starts, with a flickering lamp. This put on paper looked […]

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Program: Graphics

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming

Game Developement and Coding 6 March 2014 – Rubbish Bin Class

Rubbish Bin Class.
Might not sound all too exciting, but rubbish bins in our game space play an important role for the game play. They can be knocked over by the player and when this is done a power up might spawn by the bin. Otherwise there will only be trash coming out of it.
The basics of the class were simple enough to code. I simply made a new class type with its own sprite, collider (for checking collisions) and variables, […]

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Program: Programming