Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cmbrgames

Pages: [1]
1
The non-responsive jumping is because of my ground collision checking. I think I stopped noticing it after a while and forgot to fix that.
I'll try to brighten up the graphics and maybe make them more colorful but keeping this sort of grim art-style for the next release.
Thanks for checking out the game and the feedback.

2
Here's the download for the current state of the game:

DOWNLOAD (2MB)

The game should work on Windows XP and newer, and it needs shader support.

- Controls: arrow keys - move, aim and duck, Z - jump, X - shoot, S - activate powerup, C - use the powerup (the nuke or the 8-directional shot), Alt+Enter = fullscreen, ESC = quit. There's controller support but I only tested it with VJoy and the button bindings might be wrong. You can't change the controls at the moment.

- Powerup system: you can get very overpowered. I'll either tone it down, remove it or maybe replace it with a different system. I hope to make it in a way that won't remove the challenge from the game. Some of the icons are probably not very explanatory and the effects are not immediately obvious, so from left to right: player speed up, bullet speed up, bullet fire rate (reload time), double jump, nuke, fire shield, option, shield (+1hp), 8 directional shot, immunity from spikes and lava.

- There are only 21 level parts for the level generator. You can look them up in lvl/f/roomset.txt and add your own if you want but keep the syntax (there's a info.txt there) and leave no empty line at the end of the file or the game will freeze on startup. The demo will have a room editor and support for multiple roomset files so you'll be able to create and share them or download new roomsets.

- I'll need to add another background layer or change the current ones to indicate progression through the level. You see the game scrolling forward but the random level pieces don't indicate how far you're into it and it feels like watching a Hanna-Barbera cartoon :) For this type of game adding a minimap is pointless so I'll try to work around it.

- The weapon box can sometimes spawn behind walls and you can shoot it inside a wall losing the gun pickup. It spawns every 10 rooms in a room with no monsters. If the 10th room has monsters than it tries the next ones until it can find an empty one. The problem is that the currently made empty rooms are too narrow and the weapon box always spawns at the edge of the screen.

3
General / Re: Unhandled exception at 0x77AB22C2 (ntdll.dll)
« on: September 01, 2013, 03:55:48 pm »
Thanks. I'll try to remove the static stuff from my game and see if it works in Debug. The ResourceHolder using std::map is a good idea, because at the moment I have to worry about loading them in correct order and using index numbers.

[edit]
Removing static stuff fixed it and now it works in Debug mode too. Also it seemed to fix another problem with slowly rising memory usage. My game would initially use up 40MB and rise even up to 150MB for some reason, now it seems to keep the usage steady around ~37MB.

4
Graphics / Problem with using NTSC shader
« on: September 01, 2013, 03:33:47 pm »
I'm trying to use this shader in SFML: http://www.mediafire.com/download.php?touakpcbs2ujqcp

Here's the 1st pass vertex:
Code: [Select]

      uniform mat4 rubyMVPMatrix;
      attribute vec2 rubyVertexCoord;
      attribute vec2 rubyTexCoord;
      varying vec2 tex_coord;

      varying vec2 pix_no;
      uniform vec2 rubyTextureSize;
      uniform vec2 rubyInputSize;
      uniform vec2 rubyOutputSize;

      void main()
      {
         gl_Position = rubyMVPMatrix * vec4(rubyVertexCoord, 0.0, 1.0);
         tex_coord = rubyTexCoord;
         pix_no = rubyTexCoord * rubyTextureSize * (rubyOutputSize / rubyInputSize);
      }

1st pass fragment:
Code: [Select]
      varying vec2 tex_coord;
      uniform sampler2D rubyTexture;
      uniform int rubyFrameCount;
      varying vec2 pix_no;

#define PI 3.14159265
#define CHROMA_MOD_FREQ (0.4 * PI)
#define CHROMA_AMP 1.0
#define ENCODE_GAMMA (1.0 / 2.2)

      const mat3 yiq_mat = mat3(
         0.2989, 0.5959, 0.2115,
         0.5870, -0.2744, -0.5229,
         0.1140, -0.3216, 0.3114);

      vec3 rgb2yiq(vec3 col)
      {
         return yiq_mat * col;
      }

      void main()
      {
         vec3 col = texture2D(rubyTexture, tex_coord).rgb;
         vec3 yiq = rgb2yiq(pow(col, vec3(ENCODE_GAMMA)));

         float chroma_phase = PI * 0.6667 * (mod(pix_no.y, 3.0) + float(rubyFrameCount));
         float mod_phase = chroma_phase + pix_no.x * CHROMA_MOD_FREQ;

         float i_mod = CHROMA_AMP * cos(mod_phase);
         float q_mod = CHROMA_AMP * sin(mod_phase);

         yiq = vec3(yiq.x, yiq.y * i_mod, yiq.z * q_mod);
         gl_FragColor = vec4(yiq, 1.0);
      }

Looking at the examples in SFML I think I need to somehow modify these to get them to work in SFML, but I have some trouble.  What should I put in place of rubyMVPMatrix, rubyTexCoord and rubyVertexCoord? I tried replacing rubyTexCoord with gl_TexCoord[0] but that gave me errors.

5
General / Re: Unhandled exception at 0x77AB22C2 (ntdll.dll)
« on: August 30, 2013, 09:45:30 pm »
I've got the same error when I try to run my project compiled in Debug. In Release it works fine. I'm using Visual Studio 2012.

Don't use static (= global) variables, especially not for SFML objects like sf::RenderWindow.

So is this code below wrong when using SFML? I use this to share textures between different types of entities in my game and to load them only once at the start of the game for each type of entity.

Code: [Select]
class Monster : public Thing
{
private:
    static std::vector<sf::Texture> textures;
public:
    static bool loadTextures();
}

6
Thanks eXpl0it3r!

If anyone has some suggestions, ideas for enemies, content or mechanics to put into the game I would like to hear them. I hope to get the demo out in 1-2 months and I want to put as much stuff into the game as possible.

The nice thing about randomly generated games is that you can add as much content as you want to the game and you're not limited by level size because some stuff can appear in one playthrough and some in another depening on how the game generates the level.

7
Hello
I'm making a Contra-style shooter using SFML with randomly generated levels. The graphics are terrible because I suck at drawing but maybe the gameplay will turn out better  :P For the moment I'm planning to release a demo with one level and a boss fight.

What I plan to add to the game:
- 10-20 different types of enemies
- 6 weapons including the spreadgun and a sword; each of the weapons can be upgraded once by picking it up again
- Gradius-style powerup system
- Shrines placed around the level that can give you random good or bad effects
- Challenge rooms which if you complete them you'll get a 1up or some other bonus


DOWNLOAD ALPHA 1 VERSION (2MB)
Devlog @ tigsource
Level generator info

Screenshots:



Pages: [1]
anything