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Monthly Archives: February 2014
Game dev, Suit’em up – Customization menu and textile (pickups) manager
We are preparing for a play testing with friends and family. Some things need to be added before that and one of them is the customization menu. I have worked hard on revising the menu. To explain what it does: … Continue reading
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 … Continue reading
Posted in 5SD023, 5SD033
Tagged c++, game development, gotland, loading sprites, programming, visby
1 Comment
Game dev, Suit’em up – Game states
I created three types of game states using Jonas Lundgrens GameStateManager. These are: PlayState, PauseState and CustomizeState. The PlayState holds the actual playable game, the pause state exists as a first state that is entered when pausing the game. The CustomizeState exists … Continue reading
Posted in 5SD023, 5SD033
Tagged c++, finite state machine, game state manager, programming
1 Comment
Game dev, Suit’em up – Programming – Rooms, collisions, pause state, textiles and prioritizing work
Intro Much has been done with the project, I will describe the different parts that I was a part of. Each part is described in detail in each section. I made a RoomManager which holds and handles, you guessed it, … Continue reading
Game dev, Suit’em up – Milestone, playable game
The game is playable. It is a very simple version without almost all collision since that is not implemented yet. All code that makes the game playable is located within the engine but it will be broken up into the … Continue reading