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 - victorlevasseur

Pages: 1 2 [3] 4 5 ... 10
31
General / Re: Building for Android
« on: April 13, 2016, 11:50:52 am »
For Windows, just do mingw32-make install (no need for sudo).

32
SFML projects / Re: YAPG - Yet Another Platformer Game
« on: April 08, 2016, 05:15:38 pm »
Thank you.  :)

Quote
but I see no Lua scripting here
Take a look at the template/kenney folder where all entities templates are declared (you can't script directly from the level editor).

33
SFML projects / Re: YAPG - Yet Another Platformer Game
« on: April 06, 2016, 11:40:32 pm »
Hi all,

A new version of YAPG is available : YAPG version 0.3.0 alpha. It contains a brand new level editor to easily create levels. It also features collisions callbacks for entities, useful to create bonus blocks for example (an example of abonus block that doesn't spawn any bonuses is available, reacting to collisions with a player under it). A modding documentation is also available so that everyone with a basic understanding of Lua can develop its own entities templates (new blocs, players, ...)

Download
https://github.com/victorlevasseur/YAPG/releases/tag/v0.3.0-alpha
I'm currently investigating the support of OBS to build packages for Ubuntu, Fedora and Arch Linux.

Modding documentation
http://yapg.readthedocs.org

Complete changelog
# Version 0.3.0 Alpha -  Release notes

Game
====

 - Win and loose screens
 - Adds level finish lines
 - New "About..." window
 - Custom widgets style

Templates
=========

 - New components: Collider and Collidable components to react to collisions between entities
 - Can now declare abstract templates (templates that can only be inherited but not instanciated)
 - Special component : CustomDataComponent to store custom data per entity during the runtime
 - Support for CustomData fields as parameters
 - New component: FinishLineComponent to declare an entity as a finish line

Level editor
============

 - Brand new level editor

Dependencies
============

 - Updates Sol to Sol 2.3
 - Updates SFGUI to a modified version (with some custom widgets)


34
General / Re: Distribute linux binary using SFML
« on: April 04, 2016, 08:07:29 pm »
Quote
Yes you should be able to because the API hasn't changed, but how some of the features are implemented has.  So if you run your game binary and it uses a lower version of SFML it may not behave as expected, so distributing your development version of SFML with the binary is your best option so that it runs as expected.
Because the API was not broken, you can compile it with 2.1. But the ABI changed so you will need to rebuild it.

35
Window / Re: Poll Event issues
« on: April 03, 2016, 05:34:52 pm »
Yes, you're right, did not see the sf::Clock declaration.

36
Window / Re: Poll Event issues
« on: April 03, 2016, 02:54:12 pm »
The problem of your test program is that if pollEvents returns false, the while loop is not executed. If it happens for multiple frames, the clock keeps running and is also reset when an event is caught.

37
Graphics / Re: Codelite and SFML
« on: March 10, 2016, 12:20:31 am »
Maybe if you install CMake it will work a bit better...

38
SFML projects / Re: YAPG - Yet Another Platformer Game
« on: March 05, 2016, 06:04:19 pm »
Quote
The possibilities regarding modding sounds quite interesting! :)
Hope you get around to creating some more in-game content, i.e. multiple levels etc.
I'm currently focused on the level editor development (with SFGUI) so that everyone will be able to create levels in the next version.
I've also written a first version of the modding tools doc : http://yapg.readthedocs.org/en/latest/

It currently looks like this : (the "property grid" is not fully working for now)

39
Window / Re: Own window design from .png with shadows
« on: March 05, 2016, 11:39:28 am »
Did you try ?

The problem is that the background color of the window is set to transparent so sprites seem not able to apply their alpha.
By the way, setting the background color to transparent will not let you see through the window.

40
Window / Re: Own window design from .png with shadows
« on: March 05, 2016, 09:23:12 am »
Window.clear(sf::Color::Transparent);
I think this color is the problem. If you changes it to White or Black the sprite's transparency will probably work.

41
Graphics / Re: How to do shaders on the frame buffer correctly?
« on: February 28, 2016, 12:26:41 am »
To add some precision to Hapax message : obviously, you need to draw your whole game to the sf::RenderTexture instead of the window. And do not forget to call clear() and display() on the sf::RenderTexture itself too. :)

42
Graphics / Re: How to do shaders on the frame buffer correctly?
« on: February 27, 2016, 10:24:03 pm »
sf::RenderTexture ?

43
General discussions / Re: time to finally move to opengl 3.3
« on: February 26, 2016, 04:59:35 pm »
Quote
I´ll opt for OpenGL ES 2.0 or even 3.0.
But can it run natively on computers ? (I know that Qt needs a lib to run OpenGL ES as OpenGL code on desktop machines)

44
Feature requests / Re: Vulkan Support
« on: February 18, 2016, 11:38:28 am »
Vulkan is also compatible with less GPUs than OpenGL 1.1.

45
SFML projects / YAPG - Yet Another Platformer Game
« on: February 11, 2016, 12:23:35 pm »
Hi all,

I would like to introduce to you a project I'm been working on for one month: YAPG, Yet Another Platformer Game (temporary name)

Introduction



It's a platformer game that aims to be the most moddable possible: it will be possible to create your own objects/blocks and levels easily. A level editor will be included to allow an easier level creation. On the contrary, the objects/blocks will have to be written by hand.

The game is coded in C++ et uses SFML to manage the window and the display, Entityx (ECS engine), Boost.FileSystem and Sol (a C++ lua binding).

The game is free and under the GPLv2 license and is available on my Github: https://github.com/victorlevasseur/YAPG.

An early alpha version is available here for Windows only: https://github.com/victorlevasseur/YAPG/releases/.
Otherwise, you can build it yourself using the instructions here: https://github.com/victorlevasseur/YAPG/wiki/Build-YAPG

For now, the game loads the level named level.lua and only has some objects coded in lua.

Technical side
To allow the user to create custom objects/blocks, the objects are declared using lua scripts. For instance, the "player" object is described by this file :

(click to show/hide)

The use of lua allows the "entity templates" to describe complex structures and declare callback functions to give a custom behavior to the object. It's pretty easy to change the components' attributes from Lua using the get/set_string/number/bool_attribute methods. In the previous example, when the player jumps, the "Platformer" system calls the onStartJump function that changes the animation of the player to "jump".

On the C++ side, components declare their attributes (to allow them to be loaded from Lua, get or set from Lua callback functions). For example, to declare the structure of an Animation (and Frame), the following code is executed during the game init:

(click to show/hide)

Pages: 1 2 [3] 4 5 ... 10
anything