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Messages - santiaboy

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31
SFML projects / Re: Plataforma - ALL ABOUT CUSTOMIZATION
« on: January 31, 2014, 09:01:32 pm »
Oh boy, forgot to update this ;D

I continued making the devlog, below there's #2 and #3. What changed? New music, all the high score implementation, new jump sound, aaand a cool intro.





How can I contribute to the game?

  • Creating characters
  • Creating sprite sheets
  • Creating levels

If you made a cool looking character, a fancy level, or a hefty sprite sheet, you are more than welcome to post it on the forums: http://www.desura.com/games/plataforma/forum


Please note that Plataforma is free, and will continue to be free. I'd appreciate if you could send a buck or two, as it helps me to continue focusing on Plataforma.

I hope you enjoy both the game and the devlog!

32
SFML projects / Re: Kroniax new Version (0.9)
« on: December 12, 2013, 01:58:15 am »
Hey, I think I found a bug. When you finish level 3, you go into tutorial 2, which then YOU CAN'T go to the level 4. I press enter and nothing happens!

33
SFML projects / Re: Plataforma - ALL ABOUT CUSTOMIZATION
« on: December 12, 2013, 12:04:59 am »
Hey guys, I just started a Devlog!

What's this devlog about?
I am planning to make a series of Devlogs where I talk about Plataforma, what changed I've made, and what's coming.

What's this episode about?

In the first episode I talk about Puzzles pack and changing the way the camera moves. I show a few puzzles levels I made. Also, I've made a few aesthetic changes to the menus.

You can watch it embedded here:
 

How can I contribute to the game?

  • Creating characters
  • Creating sprite sheets
  • Creating levels

If you made a cool looking character, a fancy level, or a hefty sprite sheet, you are more than welcome to post it on the forums: http://www.desura.com/games/plataforma/forum


Please note that Plataforma is free, and will continue to be free. I'd appreciate if you could send a buck or two, as it helps me to continue focusing on Plataforma.

I hope you enjoy both the game and the devlog!

34
SFML projects / Re: Kroniax new Version (0.9)
« on: December 12, 2013, 12:03:51 am »
Hey alex, I'm glad to see you are still making Kroniax!
I am going to try the multiplayer as soon as I can.

I tried to fix your button, as the one in the main page doesn't work and you have to click on the link



this is the code
Code: [Select]
[url=http://www.indiedb.com/games/kroniax][img]http://button.indiedb.com/popularity/medium/games/21990.png[/img][/url]


CHeers!

35
I am stress testing my game, and the framerate is stable. However, I don't know how an older computer will run it. That's why I tried to optimize a bit
If you really want to optimize, use a profiler to get a detailed overview about the bottlenecks in your application. Once you have these measurements, you can optimize the corresponding program code specifically.

Do you recommend any profiler? I am currently using gprof because it came with ubuntu.

36
General / Re: How to make a button in SFML?
« on: December 09, 2013, 07:31:39 pm »
K guys so I have another question I'm sure the solution is simple, but now that I have the recreated window how do I clear it here's my code:
...
 
Thanks!

Clear it? Like what you did at the bottom? "window.clear(sf::Color::Black);"

Also, check this

    bool isSpriteHover(sf::FloatRect sprite, sf::Vector2f mp)
    {
        if (sprite.contains(mp)){
        return true;
        }
        return false;
    }
 

This is the same as
    bool isSpriteHover(sf::FloatRect sprite, sf::Vector2f mp) { return sprite.contains(mp) }
 
which is much better. Do you understand why that works? Thing is, sprite.contains() returns a boolean. So instead of doing if(true) {return true} else{return false} just, return the boolean that you receive. Now, there's a whole lot of things why this is better. The two most important ones: It's clearer and you don't have an "if". Getting rid of ifs is something that is great, and there's theory behind it. Basically, if you don't have an if, the computer knows what are the next instructions. If you have an 'if' statement, then you will have 2 paths, and the computer doesn't know which one to execute (at first), so it can't "see" what will come.

37
Well yes, but they are harder to implement as well  ;D

I am stress testing my game, and the framerate is stable. However, I don't know how an older computer will run it. That's why I tried to optimize a bit, but I didn't want to complicate myself too much.

Thanks for the info though!

38
I am doing a similar thing. I was thinking that quadtrees might be a little overkill. I have a couple of questions:
  • How do you handle how much space do you give to a cell in a collision grid?
  • By the size of the map? By the amount of solid tiles in that particular cell?
  • Or you give them some particular size and that's it (example, 5 tiles tall, 5 tiles wide)?

39
SFML projects / Re: Plataforma - ALL ABOUT CUSTOMIZATION
« on: November 27, 2013, 05:55:31 pm »
Hey guys!

A big important aspect of Plataforma is its customization. That's why I made a few videos explaining how to edit and create levels, characters, and sprite sheets. They have SPANISH audio, but ENGLISH subtitles. You can activate de subtitles, by activating CC.

Levels


Characters/Sprite sheets


If you want to know what I made to make it work, let me know and I'll try to explain it to you!

Cheers

40
SFML projects / Re: Plataforma - ALL ABOUT CUSTOMIZATION
« on: November 22, 2013, 03:34:25 pm »
Thanks!

Not for the moment. I thought about making it open source, but between the poorly commented code, and the fact that the variable/method names are in spanish, I don't think is a good idea.

However, if you have any doubts about how I made something in particular(map loader, settings loader, etc etc), let me know and I'll answer!

41
SFML projects / Re: Plataforma - ALL ABOUT CUSTOMIZATION
« on: November 22, 2013, 01:26:53 am »
Hey guys, it's been a while!

Plataforma got approved on Desura! http://www.desura.com/games/plataforma

I modified the first post to include the most important info. If you have any question about the game post it below and I'll try to answer it!

42
General / Re: [Linux] linking statically some, dinamically others
« on: November 22, 2013, 01:18:46 am »
Thing is, in Desura you have a few dependencies to choose from, that will install alongside the game (think it like installing the c++ redistributable you need for playing a game). This is, so the player can install a game, and play it right away, without doing any 'sudo apt-get install X'.

However, upong further investigation, when you install Ubuntu 12.04 LTS, you install a lot of dependencies that SFML uses. You just need SFML (duh), openal and glew. You can choose those on Desura, so I don't need to link anything statically.

Marked as Solved

43
General / Re: [Linux] linking statically some, dinamically others
« on: November 21, 2013, 09:45:26 pm »
Ah yes, with the "export LD_LIBRARY_PATH=./lib && ./myGame". Are you saying that's better to provide the .so instead of telling the Desura app what dependencies to install?

Also, do you know if there's some trouble with including .so as regards to licensing?

44
General / [Solved][Linux] linking statically some, dinamically others
« on: November 21, 2013, 09:20:34 pm »
Hey guys!

I made a game using SFML and I wanted to link statically some libraries so the user doesn't have to download anything but the game. This is for the Desura branch, so I can link some libraries dinamically and the Desura App will handle the rest.

I can link these dinamically: sfml, libfreetype6, libjpeg8, libglew1.5, libopenal. And opengl and xlib should be installed by default. So, that leaves me with pthread, xrandr and sndfile to link statically.

I was wondering it's better to link statically some, dinamically others? Everything statically? I think that linking everything statically has the advantage that I know there won't be any library issues. I am unsure on how to proceed, and I was wondering how do you commonly approach this, or better yet, if you uploaded anything to Desura how did you do it?

45
Window / Re: "Pretty" way to remap keys
« on: November 17, 2013, 11:50:51 pm »
Thanks! I was wondering that. I am seeing thor over and over again. I think I'll look more into Thor.

Marked as solved.

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