Browsing 'Uncategorized': dimwits who did not read the instructions.

The magic of Sound

Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]

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Program: Programming

The magic of Sound

Research
While a game can be great without sound, there is something magical within sounds that fill the athmosphere. Which is somewhat needed to give that stillful and lonely feeling that our game needs. With this motivation in mind I set out to create something that could handle all the different sounds in our game in a reasonable fashion.
The thought that came to mind where that we do not want to load the same sound file several time.
To solve this I […]

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Program: Programming

Thank god for Sticky Notes

Without that app i would never had been able to keep track of what I’ve done that day.
Today we worked in the Game room most of the day and while i ran into several problems i still feel like i did pretty well. First of all i fixed an issue where guards would still cause the player to reset on contact even after being killed, due to them having their own bool to check whether they were removed or not […]

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Program: Programming

Thank god for Sticky Notes

Without that app i would never had been able to keep track of what I’ve done that day.
Today we worked in the Game room most of the day and while i ran into several problems i still feel like i did pretty well. First of all i fixed an issue where guards would still cause the player to reset on contact even after being killed, due to them having their own bool to check whether they were removed or not […]

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Program: Programming

Terror of the Deep

Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]

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Program: Graphics

Terror of the Deep

Hello everyone, it’s blogging day again.
Today I’ll be talking about something different from my usual blog posts. Previously I’ve walked through my process of animating different sprites as well as explaining some different animation theories that I like to refer to while working. This week I’ve mainly worked with finishing up last week’s set of animations, creating background objects for decoration in our game’s stages, and the design of our fish’s final stage of growth. I’ve chosen to reflect on […]

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Program: Graphics

Long post including artifact.

This post will be both my log of yesterday and today as well as my artifact post for this week so please excuse me if it’s a bit long.
First of all, the log. 
Tuesday i started by altering the interaction method slightly by making it run it’s own method including a relevant object and performing the necessary things depending on the object type.
I then started work on items for the game which is what I’ve been doing for most of these […]

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Program: Programming

Long post including artifact.

This post will be both my log of yesterday and today as well as my artifact post for this week so please excuse me if it’s a bit long.
First of all, the log. 
Tuesday i started by altering the interaction method slightly by making it run it’s own method including a relevant object and performing the necessary things depending on the object type.
I then started work on items for the game which is what I’ve been doing for most of these […]

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Program: Programming

Working with faces (not the 3d way ^^)

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Program: Graphics

Working with faces (not the 3d way ^^)

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Program: Graphics

Today was a good day.

Now that we’re through the alpha(to the surprise of some) and Olvier(and Leonard) have returned to active work we were able to get a good day’s work today. In the morning we had ourselves a look at the deadlines on the Backlog in the scrum document. there was some adjustment but we should be able to get a lot of stuff done before the pre-Beta on May 6(Thursday next week!).
After the morning meeting us programmers was able to work almost undisturbed […]

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Program: Programming

Today was a good day.

Now that we’re through the alpha(to the surprise of some) and Olvier(and Leonard) have returned to active work we were able to get a good day’s work today. In the morning we had ourselves a look at the deadlines on the Backlog in the scrum document. there was some adjustment but we should be able to get a lot of stuff done before the pre-Beta on May 6(Thursday next week!).
After the morning meeting us programmers was able to work almost undisturbed […]

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Program: Programming

Data / Memory management

This is a post I’ve been meaning to write for a long time. I’ve had a couple of revelations when it comes to programming and thought that I should share those revelations. One of those revelations are connected to the memory management of c++ and the other is about data. Non specific data that is, but data nonetheless.
Memory management
One of the hardest things that I learned in c++ programming was the use of pointers. Now I understood early on that […]

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Program: Programming

Data / Memory management

This is a post I’ve been meaning to write for a long time. I’ve had a couple of revelations when it comes to programming and thought that I should share those revelations. One of those revelations are connected to the memory management of c++ and the other is about data. Non specific data that is, but data nonetheless.
Memory management
One of the hardest things that I learned in c++ programming was the use of pointers. Now I understood early on that […]

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Program: Programming

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

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Program: Graphics

EXTRA POST!

I’ve changed the theme on my blog and there is some problem with pictures… If you see a low resolution picture with loads of pixels… please click on it and look at it in its actual size, it will look much better!

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Program: Graphics

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 […]

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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 […]

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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 […]

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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 […]

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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

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

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 […]

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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 […]

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Program: Graphics