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Hi all !
I'm working on a action dungeon crawler, inspired from "Binding Of Isaac", in a more "classic" roguelike environment.
I've just release a first playable demo with an entire randomly generated dungeon, monsters, items, money, a and a boss.
You can download the game here:
https://github.com/Cirrus-Minor/witchblast/releases
There's a windows build.
For Mac and Linux, you will have to compile it (a CMake file is included).
Enjoy ! ;D
Here some videos:
http://www.youtube.com/watch?v=udDLHb-GAwk
http://www.youtube.com/watch?v=pO434Eem2MI
http://www.youtube.com/watch?v=_f743c71qdE
And my project page: https://github.com/Cirrus-Minor/witchblast.git
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Looks very cool,
you might just want to correct the typo in the thread title. All good now ;D ;)
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Very cool!
It just so happened that I recently started playing Binding of Isaac again haha, what a coincidence ;)
I really love the concept of the game and you made a good job with your version ;D
Keep us updated and don't stop to finish it! :D
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Thanks !
Yes, Binding Of Isaac is an amazing indie game !
Oh... I've corrected the title...
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This is really awesome! Thanks for providing the source code, I've always wanted to make a simple game like this, and I think I'm going to try and use your code as a template when I get some free time this summer.
I have some quick questions; 1) what do you use to make sprites, and 2) what do you make the music with?
Oh, and is your name a reference to the Pink Floyd song?
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Hi Null Pointer,
thanks for your interest in my project.
My code is pretty ugly but I've try to separate the "generic" features (like the resources and entity manager, the game main class with the loop, the rendering, the processing, etc...) and the "Witch Blast" ones.
1) I've made the sprites and tiles with The Gimp,
2) For the music, the track has been made with a guitar and a ZoomG2 pedal, and "mixed" (rythm + lead) with audacity.
And yes, my pseudo is a reference to the song (as I was looking for a name, I was listening to More ;-) )
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looks cool, nice job!
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Nice music=D
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I have a newb CMake GUI question. I'm not sure if anyone can help, but I figured its worth a shot. I downloaded the source code for Witch Blast, and I'm trying to build it using CMake GUI on Windows, but I'm running into a "SFML version too low, requested 2.1 but found 1.x" error when I hit configure.
I have the "Where is the source code" and "Where to build the binaries" set up, and I changed the path for the SFML_INCLUDE_DIR set to . . . / SFML-2.1 / cmake / Modules directory. I'm using Visual Studio 2011 to compile.
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I changed the path for the SFML_INCLUDE_DIR set to . . . / SFML-2.1 / cmake / Modules directory
This is not what your supposed to do. Clear your CMake cache, define the SFML_ROOT variable to ". . . / SFML-2.1", and configure.
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Oh, thank you Laurent. I got it up and running in Visual Studio. The media files aren't loading but I can figure that out soon. For some reason when I run the binary Witch Blast file on my home computer the background flickers, but when I run it on my school's computer it runs smooth. Both comp's run Windows 7 too and similar CPU's (Intel i5).
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Hi Null Pointer, the "media" directory has to be where you execute the application. I don't use VS so I can't help you with this IDE.
If you want to test it, you can copy the media directory and the binaries in another directory and launch the .exe.
For the flickering problem: which graphics card have you ? Are the drivers up to date ?
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I got it working! :) But the flickering issue still remains. The issue must be with my computer somewhere.
My graphics card is ASUS Radeon HD 7750, and it looks up to date according to the software that came with it.
Edit: I just noticed that the screen stops flickering if I die.
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???
Have you experienced similar behavior with other games ? Other SFML projects ?
And you said it stops when the player dies ?
I've done some (big!) bug fixes and optimisations yesterday, you can update the sources, but the player rendering process is still the same...
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Edit: I found the issue with the flickering floors. It turns out my GPU's drivers weren't updated. So much for the software updater that came with it!
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So it's working ? Good !
I've just added save/restore implementation (saves the game when quitting if the player is alive and the room has been cleared) and memory leaks fix (thanks Dr Memory).
Do not hesitate to report any bug or crash that occurs !
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I have a question about sprites in general. How does the computer know which sprite to use from the sprite sheet? For example, take the sprite.png file. How does the computer know which picture to use within the sprite sheet? I see that in the PlayerEntity.cpp class, the different render options depend on whether the player is living or dead and so forth. I think in the sf::IntRect parameters you're telling the computer where to pick the picture from? Like when the player dies you pick the sprite feet that are 3 over the width and 2 down the height (since the computer's dimensions draw positive downward)?
void PlayerEntity::render(sf::RenderWindow* app)
{
sprite.setPosition(x, y);
if (playerStatus == playerStatusDead)
{
...............
// feet
sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
app->draw(sprite);
..................
}
Where did the sprite object come from though? I couldn't find it in the header or class file and I think that's what has me confused.
Also, did you use any references for making sprites and sprite sheets in GIMP? I've seen some videos on YouTube about basic sprite drawing, but I haven't figured out how to make the sprite sheet and get the computer to load it properly.
Anyway, sorry if my questions are really noob. The new changes look great!!
P.S. The green jelly things are intense. :o
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How does the computer know which picture to use within the sprite sheet? I see that in the PlayerEntity.cpp class, the different render options depend on whether the player is living or dead and so forth. I think in the sf::IntRect parameters you're telling the computer where to pick the picture from?
Yes, that is what setTextureRect does. For questions like that you can just check the documentation (http://www.sfml-dev.org/documentation/2.1/classsf_1_1Sprite.php#a3fefec419a4e6a90c0fd54c793d82ec2).
Also, did you use any references for making sprites and sprite sheets in GIMP? I've seen some videos on YouTube about basic sprite drawing, but I haven't figured out how to make the sprite sheet and get the computer to load it properly.
A sprite sheet is just an ordinary image file that happens to contain multiple sprites. No special technology should be required to create or load it.
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Hi Null Pointer, and thanks for your interest in this project !
How does the computer know which sprite to use from the sprite sheet?
Well... It doesn't know :-)
You have to select the right rectangle.
In this example:
sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
The variables "width" and "height" represents the width and height of a frame (64 x 96, in this case, I believe...).
So the texture rectangle represents the 4th frame of the third line. (it's according to your understanding)
In GIMP (or others softwares), you can configure and display the grid, so you can see all the "frames" of the sprite.
I save as PNG file with transparent background.
I use the pencil object with a size of 1 pixel, and "hard" eraser, to prevent anti-aliasing while drawing.
There are some tutorials for doing sprites and tiles, but I'm really not an artist (someone will help me with the graphics, there will be an update in this way soon).
Where did the sprite object come from though?
It comes from the SpriteEntity class. You know about OOP ?
Here the hierarchy for the PlayerEntity:
GameEntity (base object, with some "physics" and it records himself to the entity manager)
|
V
SpriteEntity (add the sprite (we must attach a texture), frame concept, and rendering)
|
V
CollidingSpriteEntity (add box collision)
|
V
BaseCreatureEntity (add "game specifics" data - like HP, states, etc...)
|
V
PlayerEntity (add methods to pass it the inputs, proper rendering because it's more complex as the others sprite, etc...)
The new changes look great!!
P.S. The green jelly things are intense.
;D Thanks !
I don't know when I'll do a new release, I'm working on the integration of the new graphics, I'll implement some new contents, etc... But I frequently update my Git, as you've seen.
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... but I haven't figured out how to make the sprite sheet ...
Most of free sprites resources you may find (or even do) are individual images you have to put together into a unique big image. Those individual images must be separated by the same amount of pixel in order to simplify your frames animations.
For that task i use Montage which is super simple, use the no background option to keep alpha channel for transparent background.
http://www.imagemagick.org/Usage/montage/
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So what's new till the last (and first) release ?
- new art for the character, someone joins me in the project and is helping me with the graphics and the story. In this post: the new character design,
- alternative gameplay : for those who prefer to play with only one fire button, or the mouse,
- new items, and a new monster,
- different shot types when the right items have been found (switching with [TAB],
- pause, save and load.
All the changes are already in the GitHub: https://github.com/Cirrus-Minor/witchblast
Next release: Dunno :-P
The new character:
(http://img15.hostingpics.net/pics/691480screen2.png) (http://img15.hostingpics.net/pics/860634screen1.png)
New character and ice attack
http://www.youtube.com/watch?v=i7G8jmTZkdg
Aaaaah ! Slimes !
http://www.youtube.com/watch?v=-hXvtbr01_Q
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Hi ! News of the game with a short video presenting the behaviour of monsters between them.
Collision between monsters is now detected.
The "little" rats, in the demo, will "repulse" when colliding.
The "large" rat will not be affected by the little one, but they will be stronly pushed back as it will charge !
http://www.youtube.com/watch?v=r84wykCHroU
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Another video of the collision between monsters, with more sprites and walls shaking when the giant rat is charging !
http://www.youtube.com/watch?v=Husff4yx7Vc
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New release
Hi !
I've made a new release of the game today, with new art, content and features.
Download: https://github.com/Cirrus-Minor/witchblast/releases
Here a screen shot of the new environment:
(http://img4.hostingpics.net/pics/451357WitchBlast010.png)
And here a video capture of the game:
http://www.youtube.com/watch?v=IQad628g3_Q
Changes since v0.0.5:
Changelog
- ADD New enemies (slime and black rat)
- ADD New items
- ADD Item's rarity
- ADD Show player's impact when he's hurt
- ADD New music when the player dies
- ADD New music for boss' fight
- ADD Mouse support - Player can fire with left click, switch shot types with the wheel
- ADD Pause
- ADD Save / restore game
- ADD Slowing (creature state)
- ADD HUD for shot types
- ADD 4 shot types
- ADD Recoil
- ADD New room templates
- ADD Exit stairs
- ADD Collisions between monsters
- ADD Screen's shaking effect
- ADD Configuration file
- ADD New tile's graphics
- MOD Damages inflicted by the player have been modified
- MOD The player's bolt size depend of the damages
- MOD Only useful data displayed on the minimap
- MOD Reduced bounding box for the player's bolt
- MOD Vertical Synchronisation
- MOD 2 health potions in shops now
- FIX Fade in / fade out text bugs
- FIX Merchant z-ordering bug
- FIX It was possible to begin at the exit
- FIX Various bad references crashes
- FIX Double shot used to double drop
Enjoy !
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Awesome. :D
Looks better and better.
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Nice improvements.
I like this project; I suspect a lot of fun will be had when it's done :)
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Thanks therocode and Jesper Juhl !
I think the game is already quite fun and challenging.
I've added the OSX build on the GitHub release's page.
And I've noticed a bug with the keys binding on QWERTY/QWERTZ keyboards.
Fortunately, there's no need to rebuild the game.
Just update the "config.dat" file (in the game directory) with:
keyboard_move_up 25
keyboard_move_up_alt 22
keyboard_move_down 18
keyboard_move_down_alt 18
keyboard_move_left 16
keyboard_move_left_alt 0
keyboard_move_right 3
keyboard_move_right_alt 3
keyboard_fire_up 73
keyboard_fire_up_alt 73
keyboard_fire_down 74
keyboard_fire_down_alt 74
keyboard_fire_left 71
keyboard_fire_left_alt 71
keyboard_fire_right 72
keyboard_fire_right_alt 72
keyboard_fire 57
keyboard_fire_alt 57
keyboard_fire_select 60
keyboard_fire_select_alt 60
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Hi !
New video with a menu screen and new animations for the fairy and the monster's death.
These features will be included in the next release, with:
- new fairy's types,
- level up for special shots,
- new "resistance" system for monster (you can know freeze boss, but it's quite difficult !),
- a new level/boss,
- new content.
http://www.youtube.com/watch?v=2uVWfOitPpM
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Hi !
A new video demo with new monsters: blue and red imps.
They fly, blink and cast missiles !
Blue imps can freeze the player.
http://www.youtube.com/watch?v=J54i7Pras5w
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This game is looking better and better.
Keep up the good work :)
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Thanks Jesper Juhl !
And another videoo with the next boss to come (no release date yet for the next release).
http://www.youtube.com/watch?v=TBNWVS27g-o
The cyclop send rocks you can shoot.
Work in progress !
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Hi all,
I've just released a new version of the game !
(http://img11.hostingpics.net/pics/585097witchblastbanner.png)
Witch Blast v0.2.0
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases
What's new in these release ?
- new items and monsters, and monster's animations,
- various gameplay improvements and bug fixes,
- a new level with a new boss,
- a new familiar,
- elemental resistance and effects,
- shots' level,
- menu,
- keys may be redefined in game.
More content and better gameplay, enjoy !
Changelog (from v0.1.0 to v0.2.0)
- ADD New familiar (Ice Fairy)
- ADD New items (4 rings)
- ADD New monster and variants
- ADD New level
- ADD New boss
- ADD Lightning's shot effect and sound
- ADD Special shots levels
- ADD Menu screen
- ADD Keys configuration
- ADD Death animation and sound for bats and rats
- MOD Bolt's bounding box is bigger when testing collision with monsters
- MOD Player's invincibility delay after being shot increases
- MOD Player's diagonal velocity decreases
- MOD Bosses are now in the middle of the room, 2 seconds idle
- MOD Giant Slime's latency decreases
- MOD Resistance and status immunity new system (boss can be frozen now, although it's difficult)
- MOD Player's step sound removed
- MOD New game with [LShift]+[X] now (used to be [X] alone)
- MOD Tutorial's text (first room) removed
- FIX Switching windows while player is dead
- FIX Player can fire while getting an item
- FIX Player does not drop fairies anymore when dying
- FIX Giant Slime life bar corrected
- FIX King Rat protection while berserk
And here a gameplay video:
http://www.youtube.com/watch?v=dKmvS3jY5CE
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Witch Blast v0.2.5
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases
Hi ! I've got some feedback for the previous release, and I've tried to focus on these gameplay improvements for this "small" release, with not much new contents, but lot of gameplay changes:
- a new first level, easier, with a mini-boss,
- the possibility to accelerate the time (to travel faster),
- more health items,
- item's level have changed,
- blood snake is not as powerful as it used to be,
- HP / HP max displayed on the bar,
- monsters can drop health,
- shot distance is longer,
- reported bugs have been fixed.
Changelog (from v0.2.0 to v0.2.5)
- ADD New mini-boss
- ADD New first level - easier
- ADD Time control (2x faster)
- ADD Display of HP/HPmax on the life bar
- ADD New health items: apple, bread, cheese (no more potions)
- ADD Monsters can drop health item
- MOD Shot distance is longer
- MOD Acquiring stance can be broken after the half of the time
- MOD Changes in item' level
- MOD Blood Snake damage's bonus decreases
- MOD Merchant sells cheese an bread now
- FIX Lost item when leaving the game while acquiring the item
- FIX Monsters can leave the game zone while lagging or windows moving
- FIX Player can walk through south wall at the door
- FIX Player's death display artefacts
(https://cloud.githubusercontent.com/assets/7290164/3566893/ebb345a6-0b06-11e4-8fbe-e5365f839a42.png)
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I'm guessing you aren't a native english speaker, but "Have look to our merchandise !" is not correct english. It should say "Have a look at our merchandise!" (also note the exclamation point was moved as spaces don't really belong there (http://english.stackexchange.com/questions/4645/is-it-ever-correct-to-have-a-space-before-a-question-or-exclamation-mark)). ;)
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I like the new changes. It used to take forever to get to the first boss and beat him, now the gameplay seems to flow much quicker which is nice. I think the natural range of the bolts (before powerups) could be increased slightly.
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Thanks zsbzsb, you're right, I'm no native english speaker.
I've corrected it in game and updated the screenshot.
also note the exclamation point was moved as spaces don't really belong there
Oh... And I know that ! My wife told me that all the time (I'm French, she's German, and we live in Germany, where there's no space before the exclamation point too) :-[
Thanks Null Pointer ! Yes, I've tried to do the game more newbie-friendly, and quicker in the first levels.
But I don't think the shot distance should be increased again... I'll see with players' feedback.
I thing monsters drop too many health items, I have to decease that.
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Currently, I'm doing some gameplay changes (Rat King is too hard, Cyclops too easy).
I'm doing some "pixel job" on the Rat King too, that was one of my first sprite, and my "pixel art" skills have slightly improved... You can see the difference in this x2 zoom picture:
(http://img4.hostingpics.net/pics/214113kingrat.png)
For the next version, I'd like to had contents (items !), and of course a new level with a new boss (I've already an idea) ans some monsters and variants.
I will probably had new tiles too, and new features.
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Hi !
I'm currently working on new content, and there will be some new stuff in the next release. Here a gameplay video where you can see:
- Fairy Scarlett, one of the two new familiars. She has no special attack but she can aim at the nearest target. I'm thinking to make her firing automatically...
- the Magician Robe, the first armor of the game,
- the Amulet of Rage - it's not a new item, but the function is not different, as it retaliates now when the player has been hurt,
- some new tiles.
There's - as always - no release date.
http://www.youtube.com/watch?v=LK7Yw3fyKVs
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It's a preview of the next boss !
Implementation is not completed, some more things have to be implemented, but you can already have a look at it:
http://www.youtube.com/watch?v=dev9IYsEVEc
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Hello!
Some news from Witch Blast, with damage's display in game, and a new monster: rat with helmet.
Attack it from behind!
http://www.youtube.com/watch?v=CFpNsP4pEBQ
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Hello!
Some news from Witch Blast, with damage's display in game, and a new monster: rat with helmet.
This game keeps looking better and better. Nice addition with the damage display :-)
Maybe you should turn down the volume on the rat-die sound. Just a little bit.
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Thanks Peteck !
You're right, I agree the dying sound of rats and bats are a little too high. I'm waiting for new music tracks (a composer/musician has joined the project) and I will adjust the volume.
Development goes on with explosions, a new monster and traps! ;D
Next step is the "challenge room", a new room type with hard or numerous monsters and a reward.
Dunno when I'm gonna release all these new features and content... ???
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Hi all !
A new gameplay video with witches (WIP) !
There are two witches types at the moment, they can invoke rats and bats, and red witches have explosive bolts.
Enjoy !
I plan a new release soon.
http://www.youtube.com/watch?v=7icRdqurIcU
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Witch Blast v0.3.0
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases
Hi ! A new release with a lot of new content !
This version had a lot of new content.
Main new features are:
- a new level, with a new powerful boss,
- new items, monsters, familiars, shot types...
- new tiles (there are holes too now),
- challenge's rooms,
- damage's display,
- traps,
- critical hits,
- explosions.
Changelog (from v0.2.5 to v0.3.0)
- ADD New level with a new boss
- ADD New items
- ADD New familiars (fire and target fairies)
- ADD New monsters variants (rats with helmet, violet slime)
- ADD New monsters (bubble, witches, cauldron)
- ADD New shot type (fire)
- ADD Challenge Room
- ADD Explosions
- ADD Chest's trap
- ADD New tiles : holes
- ADD New decorative tiles
- ADD Display of health items on the minimap
- ADD Display of the damage in the game area
- ADD New graphics for Rat King
- MOD Health items drop's rate decreases
- MOD Rat King berserk's mode is easier now
- MOD Cyclops' falling stones bounce (one time)
- MOD Cyclops has protection before stones are falling
- MOD Butcher drops a silver coin now
- MOD Evil Flower missile's damage decreased
- FIX Sprite center and Z-order
- FIX Giant Slime bug when falling on the wall
- FIX Freeze when opening a chest while having all the items (but not the fairies)
- FIX Player does not bounce while being repulsed
Gameplay video
http://www.youtube.com/watch?v=7uF4DVpgQ-E
Enjoy ! ;)
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Hi !
Next version will be a "gameplay" release, I had some constructive feedback from the players.
I don't plan any new content (items or monsters...), but it will feature:
- language selection (english / french),
- particles.
The particles will be first used for gorgeous magic bolts, as in the short video:
http://www.youtube.com/watch?v=cfbSaLE4RdQ
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Did you notice that the blue particles sometimes have a darker outline?
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Yes Hapax, there are not the same ones (blue are standard, light blue is freezing shot).
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Ah, okay then :)
I didn't realise that you could fire two different ways with one weapon. I did look to see if the other weapon did it too but it doesn't seem to so I thought I'd just check ;D
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Wow, it's really awesome!!!! Played it a lot!! It's the thing I was searching for last year! Just simple dungeon adventure with graphics... ;)
The things I want more in the next updates is pause and ability to save game. And keep coding! You're doig great!!!
May be shootng by mouse will be more easy. But it will make the whole game easier, so (like programmers say) it's ot a bug - it's a feature ;)
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Hapax, the "ice" weapon is a bit special: there is a cooldown between freezing attacks, that's why you can shoot two different missiles with the same weapon.
Wow, it's really awesome!!!!
Thanks achpile !
The things I want more in the next updates is pause and ability to save game.
Pause is implemented (ESC or loosing the focus).
And game is automatically saved - if you're not fighting when leaving the game. I should had more feedback.
But it will stay a permadeath game : loading a save file destroys it and there are no checkpoints.
May be shootng by mouse will be more easy
It's already implemented, but you can only fire in the 4 directions, like with the keyboard.
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It's already implemented, but you can only fire in the 4 directions, like with the keyboard.
Sorry, tried it on laptop and didn't used touchpad :D Just fire control settings made me think that there's no mouse control ;)
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I can't stop playing this game! It's so fun! Keep up the good work. :)
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Thanks p5yc0, glad you've enjoy it !
Just fire control settings made me think that there's no mouse control ;)
Oh, not all the keys are configurable at the moment.
ESC: Pause - resume - back (menu)
Return: select (menu)
and for dev-purpose (but available on the releases):
Lshift + X: Restart a game
F2: show bounding boxes.
____________
I've done a options menu, with the language selection and keys config.
Launching the game for the first time will not ask for keys anymore, but for language.
English will set up default keys for QWERTY keyboard, and French for AZERTY keyboard.
It will be available in the next release.
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Witch Blast v0.3.3
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases
Hi ! Tonight, a new release with a focus on gameplay, and featuring particles, multilingual support, a "death screen" (showing items you've found and monsters you've slayed) and many gameplay's improvements.
Geheim helped me: he's made the German translation of the game.
Thank you a lot, Geheim !
Changelog (from v0.3.0 to v0.3.3)
- ADD Particles for player's missiles
- ADD Death Screen
- ADD Force shop generation if there is no one in the previous floor
- ADD Display gold when getting coins
- ADD New starting screen with language selection (English, French and German) and standard keyboard configuration
- MOD Invert Cyclop and Rat King bosses
- MOD Dual bolt angle is smaller
- MOD Damage's display size increases with damage
- MOD Rat with helmet are slower
- MOD Green rats' don't collide while spawning
- MOD Fairies don't stay stuck in wall/door
- MOD Player's bounding box is now smaller
- MOD Rat and bat's dying sound's volume is lower now
- MOD Better Bubble physics
- MOD Target Fairy (Scarlett) firerate decreased
- FIX Wrong HP display (bar) when a boss is dying
- FIX Items are not dropped out of screen anymore
Gameplay video
http://www.youtube.com/watch?v=tFmYaQeDRU0
Enjoy !
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Glad to see your project running forward ;) Keep going on!
The things I want to see next release is more items ;D But I know how hard is to add it :D
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I saw this topic a while ago but I never took the time to test the game until now.
I'm really impressed, the game is very well done, you got stuff like bindable keys and even a language selector, wow :o, a lot of devs don't even bother with that.
Even though the gameplay is not my cup of tea, I had a good time playing it. Still, I'm not much of a fan of just being able to shoot in four directions, and the character moves way too slow for my taste, but hey, that's just me :P
Good job, keep it up :D
By the way, I made a quick translation to spanish in case you want to add it.
[spanish]
start_new_game#Empezar nueva partida
start_desc#La partida anterior se perderá
restore#Restaurar partida
at#en
level#nivel
begin_journey#Comienza tu aventura en un nuevo calabozo
config_keys#Configurar teclas
redef_input#Redefinir controles del jugador
exit_game#Salir del juego
return_to_desktop#Volver al escritorio
key_configuration#Configuración de teclas
key_configuration_desc#Por favor configure las teclas
key_configuration_insert#[presione tecla]
key_configuration_done#LISTO
key_move_up#moverse arriba
key_move_down#moverse abajo
key_move_left#moverse a la izquierda
key_move_right#moverse a la derecha
key_fire_up#disparar arriba
key_fire_down#disparar abajo
key_fire_left#disparar a la izquierda
key_fire_right#disparar a la derecha
key_fire_select#seleccionar disparo
key_time#control del tiempo
key_fire#disparo (un botón)
configure_game#Configuración
configure_game_desc#Cambia las opciones del juego
config_back#Volver
config_back_desc#Volver al menú principal
config_lang#Idioma
config_lang_desc#Elije usando las teclas izquierda y derecha
english#Inglés
french#Francés
german#Alemán
keys_move#mover
keys_fire#disparar
keys_select_1#disparo
keys_select_2#selector
keys_time#control de tiempo
play_again#Presiona [ENTER] para jugar de nuevo / [ESC] para volver al menú
items_found#Items
monsters_killed#Monstruos
congratulations_1#FELICIDADES !
congratulations_2#Te haz enfrentado a este demo y has derrotado a los jefes!
congratulations_3#Nos veremos luego en una nueva aventura !
by#por
critical#CRÍTICO X2
merchant_speech_0#¡Los mejores precios de todo el calabozo!
merchant_speech_1#¡Bienvenido a la tienda Pawn'n'Witches!
merchant_speech_2#¡Echa una mirada a nuestra mercancía!
enemy_butcher#Cerdo Carnicero
enemy_cyclops#Cíclope Cimeriano
enemy_giant_slime#Baba Gigante
enemy_giant_spider#Araña gigante
enemy_rat_king#Rey Ratón
item_copper#Moneda de cobre
item_copper_desc#Una moneda de cobre (valor 1)
item_silver#Moneda de plata
item_silver_desc#Una moneda de plata (valor 5)
item_gold#Moneda de oro
item_gold_desc#Una moneda de oro (valor 10)
item_titan_heart#Corazón de Titán
item_titan_heart_desc#Incrementa PV máximos
item_elven_cookie#Galleta Elven
item_elven_cookie_desc#Restaura y aumenta PV máximos
item_apple#Manzana
item_apple_desc#Restaura 3 PV
item_bread#Pan
item_bread_desc#Restaura 7 PV
item_cheese#Queso
item_cheese_desc#Restaura 15 PV
item_boss_key#Llave del jefe
item_boss_key_desc#Abre la puerta del jefe
item_sorcerer_hat#Sombrero del hechicero
item_sorcerer_hat_desc#Aumenta velocidad de disparo
item_velvet_boots#Botas de terciopelo
item_velvet_boots_desc#Aumenta la velocidad
item_spell_dual#Conjuro : Rayo doble
item_spell_dual_desc#Dispara dos rayos
item_rage_amulet#Amuleto de furia
item_rage_amulet_desc#Contraataca
item_vibration_gloves#Guantes de vibración
item_vibration_gloves_desc#Aumenta la velocidad del rayo y además vibra
item_staff#Báculo Mahogany
item_staff_desc#Aumenta la velocidad y el daño del rayo
item_fairy#Hada Lilly
item_fairy_desc#Te ayuda en el calabozo
item_leather_belt#Cinturón de cuero
item_leather_belt_desc#Aumenta la velocidad de disparo
item_blood_snake#Serpiente de sangre
item_blood_snake_desc#Aumenta el daño
item_gem_ice#Gema de hielo
item_gem_ice_desc#Ataque de hielo (congelar)
item_gem_illusion#Gema de ilusión
item_gem_illusion_desc#Ataque de ilusión (ignora paredes y armaduras)
item_gem_stone#Gema de piedra
item_gem_stone_desc#Ataque de piedra (repeler)
item_gem_lightning#Gema de trueno
item_gem_lightning_desc#Ataque de trueno (rebote)
item_fairy_ice#Hada Natasha
item_fairy_ice_desc#Te ayuda en el calabozo
item_ring_ice#Anillo de safiro
item_ring_ice_desc#Aumenta el poder del hielo
item_ring_stone#Anillo de obsidiana
item_ring_stone_desc#Aumenta el poder de la piedra
item_ring_lightning#Anillo de ópalo
item_ring_lightning_desc#Aumenta el poder del trueno
item_ring_illusion#Anillo de cuarzo
item_ring_illusion_desc#Aumenta el poder de la ilusión
item_spell_triple#Conjuro : Rayo triple
item_spell_triple_desc#Dispara tres rayos
item_brooch_star#Broche de estrella
item_brooch_star_desc#Probabilidad de disparo crítico (x2)
item_fairy_fire#Hada Alicia
item_fairy_fire_desc#Te ayuda en el calabozo
item_fairy_target#Hada Scarlett
item_fairy_target_desc#Te ayuda en el calabozo
item_robe_magician#Bata del Mago
item_robe_magician_desc#Aumenta armadura
item_gem_fire#Gema de fuego
item_gem_fire_desc#Ataque de fuego (más daño)
item_ring_fire#Anillo de rubí
item_ring_fire_desc#Aumenta el poder del fuego
item_manual_staff#Manual del báculo
item_manual_staff_desc#Aumenta rango de disparo
Cheers ;)
-
Thanks achpile!
The next release should feature more items and monsters, I'm currently working on it.
And someone is helping me with the pixel art, and will try to re-design all.
Well... A lot of work :P
Thanks AFS!
Well, the "4 directions shooting" is an important gameplay element, so it will stay so, but I may had different playable characters, with malus/bonus - like a quicker but weaker character, etc...
I really appreciate the Spanish translation, and I will of course integrate it in further releases !
-
I think it will be nice to use UTF-8 for translations file ;) Or may be I'll fork your repo and make a PR, If I'll have enough time next week :)
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Achpile, I dunno how to make SFML work with UTF-8 data file, but that will be very useful (I can't make it work under OSX with proper encoding right now).
-
Hmm, maybe using wchar_t* and std::wstring, but I never tried it ;D
-
You mean I cannot use standard strings for UTF-8 ?
I'm quite confused with encoding, but I have to understand how it goes - I'm trying to use iconv in my *real* job to convert latin strings to UTF-8 (for EPGs), but I have troubles with it...
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You mean I cannot use standard strings for UTF-8 ?
I'm quite confused with encoding, but I have to understand how it goes - I'm trying to use iconv in my *real* job to convert latin strings to UTF-8 (for EPGs), but I have troubles with it...
Hmm, it was just a suggestion firstly came in my head. I have never did any stuff with UTF :(
-
Now, I'm using UTF-8 for the text now, with the help of a dev (I don't know if is on this forum too).
I've integrated Spanish (thanks AFS) and Russian (thanks achpile) languages. ;)
I'm now working on spells. Spells are available with the right item (at the moment, only dropped at "challenges" area), can be cast with a "spell" key, and have a cooldown.
We can have one spell at a time.
Here a video with the fireball and the teleport spells.
http://www.youtube.com/watch?v=EXvRlMXFstY
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Hi !
Tonight, a video with the new "message box" system.
It will be use for the story and the tutorial.
It's non intrusive, as it will pop on the interface and not on the main game area, and disappear after a few seconds, or while pressing the [return] key.
The text on the video has not been corrected yet, and will probably change, it's only a demo.
I also changed the color of the "item info box" to match it.
http://www.youtube.com/watch?v=CgBwSfDYJdQ
-
Reminds me of The Binding of Isaac. ;)
-
Hi p5ych0 !
At the beginning, it wasn't suppose to be a game, but just a BoI-engine, for fun.
Then, I've drawn some rats and bats, the wizard... and Witch Blast is born !
-
Witch Blast v0.3.7
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases
Hi ! Today, a release with the spells and the new "text" system.
I have to thanks a lot Geheim, achpile and AFS, for the German, Russian and Spanish versions of the game and their support !
Changelog (from v0.3.3 to v0.3.7)
- ADD New monsters (snakes)
- ADD New items (spell orbs)
- ADD Poison
- ADD Cold bolt (generated with an unloaded ice shot)
- ADD Spells (5 different ones)
- ADD Translations: Spanish and Russian
- ADD New art for bats
- ADD Texts "widgets" for story and tutorial
- MOD Vibration Gloves are now Displacement Glove (player's velocity impacts bolt velocity)
- MOD Items presentation windows colour has changed
- MOD Repulsion improved
- MOD Giant Slime HP decreased
- MOD Cyclops melee and missile damage decreased, now repulse
- MOD A merchant on each floor > 1 now
- MOD Force Challenge room for each floor > 2 if no spell is equipped
- FIX Texts are now in UTF-8
- FIX Monsters out of the game zone
- FIX Persistent particles on some machines/systems
Gameplay video
http://www.youtube.com/watch?v=8_4NnlBmfnY
Enjoy !
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The perspective doesn't make any sense to me. It would look better if everything was drawn the same way. At this point I guess it would be easier to make the environment have the same sideways angle as the enemies and player, rather than making them be top-down like the environment is.
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Hi Mörkö!
Yes you're right about the perspective.
I know it'd make sense to change the perspective of the environment, but I dunno how: I don't like to have walls that "hide" the character or the monsters...
The alternative is to make new sprites with the right perspective, but I'm a pixel-art and drawing beginner, I don't have the skill to do that :-[
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The alternative is to make new sprites with the right perspective
Don't do that. Top-down graphics are generally less aesthetically pleasing but characters are horrible from that view.
Maybe if you just brought the top of the lowest wall to reach the floor (i.e. so you can't see the wall but all of the floor is still visible) then that might help. I guess that, technically, all that involves is removing the graphics from the bottom of the floor downwards. You could move the info bar higher to cover/replace it.
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Maybe if you just brought the top of the lowest wall to reach the floor (i.e. so you can't see the wall but all of the floor is still visible) then that might help. I guess that, technically, all that involves is removing the graphics from the bottom of the floor downwards. You could move the info bar higher to cover/replace it.
I agree with this. As an experiment try to make it so that only the top wall is visible. It's a small change, but it might be enough to create the illusion of a consistent perpective.
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I just covered the bottom wall with a piece of paper (yes, those things still exist) and it makes a big difference.
The only problem I foresee is how you deal with not being able to see the door on that wall.
-
I would need to do something like that, but I may have trouble with the doors, as Hapax said.
I could try to do some mockup...
(http://www.pixeljoint.com/files/icons/full/houses_update_1.png)
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This perspective seemed to work well for A Link to the Past:
(http://www.gamerologies.com/wp-content/uploads/2014/01/34385-legend_of_zelda_the_-_a_link_to_the_past_usa-24.jpg)
Personally I don't have a problem with it.
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The perspective for your game is great.
At the first moment when i saw your game, it remembered me on the old zelda games.
As select_this said, they have the same perspective.
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It seems that just leaving a missing piece in that lower wall would show a door. It could be filled with something to show a locked door.
That said, there are a number of games which 'get away' with this sort of perspective - I noticed a few while researching some old systems - so there's not solid reason to completely give it up, unless you would prefer it the other way.
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A pixel artist joined the project a few days ago, he will redesign 100% of the 2D art :P
The perspective was a main thema, but after some mockups and talking with the player, it seems that the "Zelda"-view (although very "free" with the perspective), is better for this type of gameplay.
Here is one mockup he's done with an alternative perspective:
(http://img15.hostingpics.net/pics/952024481.png)
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Woah that looks insanely awesome. I played the heck out of the most recent version. If you change it to that i would fall in love. Have been following the thread for awhile. (keep up the good work ;D )
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Thanks Distant Difference !
But we won't do this way, this perspective will change the gameplay to much: tiles could "hide" sprites, bats and fairies are supposed to fly over some walls, etc...
He's working on "Zelda-type" dungeon's tiles now.
The new sprites will be included in the next version, I think he will redesign the main character too.
He's not pro, but quite skilled, he's done an amazing work on imps and snakes !
(http://img11.hostingpics.net/pics/301494821.png)
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Awesome sprites!
If i imagine some more sprites of this kind, i feel how great this game will be.
Keep it up!
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Happy Halloween with Witch Blast ! :P
http://www.youtube.com/watch?v=xSF6k9ZwtY0
-
Hi,
we are still working on the new graphics, the pixel artist is doing an amazing work !
There is no release date yet.
Here is the new hero with some stuff:
(http://img11.hostingpics.net/pics/756240481.png)
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Wow! It's AWESOME!
-
Hi !
A short video with the new game intro and menu:
http://www.youtube.com/watch?v=Ygtg2M0RCY8
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Where have his clothes gone? :o
-
Well he just wake up in the middle of the night, no time to dress up... :P
But he can find what he needs in the dungeon, of cours ! ;D
-
Hi ! A new release today !
(http://img4.hostingpics.net/pics/313284witchblast.png) Witch Blast v0.4 (http://img4.hostingpics.net/pics/313284witchblast.png)
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.0
The current release focuses on:
- new 2D art and music,
- more speed,
- more content (items, monsters...),
- the 6th level.
Thanks to Geheim for the german translation !
Changelog (from v0.3.7 to v0.4)
- ADD New level
- ADD New monsters
- ADD New items
- ADD New spell
- ADD New art for sprites and tiles
- ADD New room surfaces
- ADD New intro and menu
- ADD Levels have different tilesets now
- ADD In-game menu (pause)
- ADD Inventory display in the in-game menu
- ADD Chest for completed challenges
- ADD Tutorial state save and reset
- ADD Cauldron now explodes while dying
- ADD Sound for imp's teleportation
- ADD "Jump" animation for items you can get
- ADD Zoom effect when starting / dying
- ADD In-fight save game
- ADD Mouse right click support (spell)
- ADD Show selected key in key configuration
- ADD Credits screen
- MOD Game is faster now
- MOD Standard Rat IA changes (rats now move in 4 directions)
- MOD Frozen dividing bubbles generate frozen "children" bubbles
- MOD Fireball (spell) now goes through monsters (if enough HP)
- MOD Lightning bolt now goes through monsters (if enough HP)
- MOD Cyclops' damage decreases
- MOD Giant Spider is more difficult to kill now
- MOD Shop's items too expensive displayed in red
- MOD One cauldron max in witches rooms in level 5
- MOD New death screen
- MOD Exploding fire shot replaced with sulfur item
- MOD Exploding corpse with timer now
- MOD Snake AI changes (no more "group attack)
- MOD Witches and Flowers use ray casting to fire or not
- MOD Cauldron + Witches only on rooms with walls
- MOD Bats and little slime HP-
- MOD "Elemental" monsters resistance or weakness increase
- MOD Double and triple quick shots don't do so much damage when cumulated with damage items
- FIX Cyclops firing in the wall when too close to the north wall
- FIX Items can fly a long time on the walls
- FIX Clean message queue while starting a new game
Trailer
http://www.youtube.com/watch?v=SfzhXt1cEkE
Enjoy !
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Wow! It's great!!! New sprites look very very good ;) And new soundtracks is awesome, but I miss the old one =) I really love it!
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Hey CirrusMinor, have you considered putting your game up on Steam Greenlight? I'm sure a lot of people in the SFML community would support it.
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Thanks !
Achpile, I'd like to have the old music too, but my skill and gears are not good enough :P
I've asked a frined of me - musician (damn good with a guitar or a bass!) and composer - to rearrange and play the "Witch Blast Theme", he's told me OK, but he's too busy right now, so I hope in a future version!
Thanks NullPointer, but I don't know a lot about video games and game dev :P
Why should I put a free game on Steam ? For visibility ? And what should I do ?
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@CirrusMinor,
I just think its a fun game and putting it up on Steam could get a lot more people to play it. As far as the process goes, I know you have to get a Steam account, and then you have to pay a one time $100 fee (to prevent spam accounts), and then you go through an approval process (where the Steam community votes on it), and you have to use Steam workshop I think to bundle your executable. I'm not entirely sure since I've never done it but here are some FAQ (http://www.steampowered.com/steamworks/FAQ.php) if you're more interested. I only mention it because its a cool game and I think a lot of people from the SFML community might support you (and I assume people here use Steam but maybe not).
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Steam is nice and all but I wouldn't touch it without a virtual machine to imprison it within due to the bad rap they've been getting lately. You've also assumed he can pay the $100 account fee as well. :o I know a number of people that use steam here but most find it easier to use the forum here rather than pay someone else to host the game. Also means it is easier to get to people who don't want to even touch steam as well. :)
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Oh, I see. I think I won't use Steam for a free project!
The 2D artist who've made the sprite is leaving the project, but I've found another one (well, he's found me...).
He's done the new (6th level) boss, for the current version :
(http://img15.hostingpics.net/pics/581321teaser.png)
and he's working on more sprites, and pretty tiles !
-
Great to see the project progressing in this way, the graphics evolve in a good way too, keep it up!
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I think I won't use Steam for a free project!
itch.io (http://itch.io/) might be an option.
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Thanks Geheim ! I hope I'll have a 1.0 version one day, but there's still a lot a work to do!
And thanks, Jesper Juhl, cool site! But, as "free games" are "pay-what-you-want games", I may have an issue with the N.C. free music of the current version.
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The project is looking pretty good! I don't remember playing so seriously an alpha indie game. I hope that it already has an ending, or it will feel like all my hard work to achieve this goal was put to waste. ;D
I just beat the Wererat King but died at the dungeon following it. Fairies are beasts, and I'll admit that I severely underestimated the rat king from the first time I saw him in the early videos as I thought that he was a low-tier boss.
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Hi Mutoh and thank you!
Well, there is no ending yet, but already 6 playable levels.
You can continue to play, bu level 7 boss room is ridiculously hard :P
And yes, the wererat was the first designed boss of the game, but it was so strong, I had to create some easier bosses...
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(http://img4.hostingpics.net/pics/313284witchblast.png) Witch Blast v0.4.1 (http://img4.hostingpics.net/pics/313284witchblast.png)
_____________
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.1
Thanks to Geheim, AFS and achpile for the translations !
What's new in these release ?
- Hi-Scores (local)
(http://img11.hostingpics.net/pics/428546screenscores.png)
- Better blood effect
http://www.youtube.com/watch?v=yCVK304zLP0
- And more (see changelog).
Changelog (from v0.4 to v0.4.1)
- ADD Scores and hi-score screen
- ADD Blood is spraying now
- ADD Sound and music volume in config menu
- ADD Options to enable/disable zoom, vssync, blood spraying, in config file
- ADD Auto-save at the beginning of a fight (game is not wasted in case of crash or freeze)
- MOD Level 5 and level 6 are easier now
- MOD Sorted inventory
- MOD Optimizations (use of vertex arrays)
- MOD Don't distort game screen when resizing the window
- MOD Corpses don't stay on walls
- FIX Credit screen crash while pressing arrow
Have fun !
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Witch Blast v0.4.5
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.5
A release with another relooking, a new GUI, and the new temples and divinities system.
Pierre, the new 2D artist, has done a great job, you'll see that in the video !
Changelog (from v0.4.1 to v0.4.5)
- ADD Temple (worship + donation)
- ADD Divinities (4)
- ADD Divinity powers and interventions
- ADD Interaction key
- ADD "level" objects
- ADD New art and GUI
- MOD Shop interaction
- MOD New Key room
http://www.youtube.com/watch?v=vQ_XigUBNHY
Have fun !
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This looks amazing, great job to your artist, the graphics are great. I also really like the new background music!
Keep up the work
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I love watching this project evolve. The new GUI, sounds, and textures look amazing. Great work! :)
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Thanks! We've spent time on this new redesign, but we're quite satisfied with the result - and so are the players!
We will release a "patch" with bug fixes and missing languages (I'll send them to you soon, Geheim :P ), and then we will work on v0.5 with the 7th floor (with monster and the boss), achievements, and items, and a true introduction.
-
Witch Blast v0.4.6
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.6
In this release, bug fixes, new sound FX and German and Spanish translation.
Thanks Geheim and AFS!
Changelog (from v0.4.5 to v0.4.6)
- ADD German and Spanish translations
- ADD Improved and new sound (each shot type has a different sound effect)
- ADD Full minimap on the pause menu
- ADD Full screen mode (experimental)
- MOD Short latency before teleport when an imp has been hurt
- MOD Exploding enemy shows "burned" sprite
- MOD Improved snake AI
- FIX No player stats update when levelling up piety level
- FIX Shadows missing (items and eggs) or misplaced (Cyclops)
- FIX Label errors (missing French translation, or wrong key error for English version)
- FIX False bolt sprite for The Thing
- FIX Scarlet and Natasha sprites are switched
- FIX Unexpected divine intervention messages
- FIX Teleport on key is possible
(https://cloud.githubusercontent.com/assets/7290164/6331178/0e3728cc-bb7e-11e4-96ab-0c3d10a82884.png)
Have fun !
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I like your last video. looks promising and amazing!
I am sorry if I bother you, but isn't there a memory leak:
void BubbleEntity::dying() {
...
BubbleEntity* b1 = new BubbleEntity(x - 5 + rand() % 10, y - 5 + rand() % 10, bubbleSize + 1);
BubbleEntity* b2 = new BubbleEntity(x - 5 + rand() % 10, y - 5 + rand() % 10, bubbleSize + 1);
...
}
or here:
SpriteEntity* star = new SpriteEntity(ImageManager::getInstance().getImage(IMAGE_HURT_IMPACT), xs, ys);
and so on.
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Hi grok!
No, there is no memory leak:
- there is a mother class (GameEntity) for all these objects, and the mother class "register" the object to the EntityManager,
- the EntityManager updates and displays the entities. He deletes them too when the flag "dying" is true.
But you're not the first one to point that.
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Hi, I just tested Witch Blast on my netbook: Runs very smooth ... Good work ;)
Unfortunately, you are creating two texture which are too large for my graphics card. So before entering the title menu there's a white box (which should use one of the texture). The other texture seems to be the player's sprite: He's also white.
Here's the console log:
Failed to create texture, its internal size is too high (2496x960, maximum is 2048x2048)
Failed to create texture, its internal size is too high (310x4709, maximum is 2048x2048)
Maybe you find a way to fix that for low-end machines as mine :D I didn't view the player sprite with gimp, but if you have many "spaces" between the sprites, maybe my image atlas generator might be useful to create "tight" framesets. See https://github.com/cgloeckner/SfmlExt (https://github.com/cgloeckner/SfmlExt) for further information or feel free to message me :)
Kind regards
/EDIT:
About localization: Maybe you can use std::locale to determine the system's language and predefine the used language ingame (or fallback to english). No big deal but great for usability anyway XD I'm doing so at my game and it works great (but haven't tested in on windows or mac os)
@grok: Not using smartpoints does not imply memory leaks :) Or did you have proof for those situations?
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For the textures, both could be rearranged to be more square. Splitting the larger row/column in two is already enough to make it fit in a 2048x2048 texture.
It is slightly less elegant to handle on code side, but it would definitely be too bad to keep such a limitation that can be easily solved.
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Hi Glocke, one other player has the same problem (textures too big), so I will fix it.
And as Laurent said, it's quite easy to handle.
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Done!
Witch Blast v0.4.6b
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.4.6b
This release is compatible with GPU which support up to 2048x2048 textures.
It also includes the Russian translation - thanks, achpile!
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I finally decided to try your game, I did 3 runs and it's pretty cool!
I always get hurt when I'm close to separating ennemies like the purple bubbles or lvl 6 boss. :(
In this run I picked up absinthe (which led to my premature death ;D) but I don't think it is shown in the death summary. (the yellow bottle is something else, isn't it? Sulfur I think) Is it a bug? (Oh, I was playing 4.5 though...)
(http://i.imgur.com/ANTn4oj.png)
PS: I'd like to play with my gamepad.
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Hi G.
You've reached level 6 with only 3 runs? Congrats! ;)
The absinthe is a temporary item, but if you die with it, it should be shown. Maybe it wasn't done in 0.4.5, but it's fixed now.
And gamepad support is also planned!
We are working on the next release right now. It will features:
- new content (about 15 items!, monsters, spells...),
- level 7 (wiith a new boss, of course),
- achievements: there will be 16 achievements to complete, they will unlock items or functionalities,
- some gameplay improvements - to make the game funnier,
(http://img4.hostingpics.net/pics/966555WitchBlastartsmall.jpg)
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I've played Isaac a few hours. ;)
And I had the lvl 5 tree god! :p
Good luck!
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The *hic* from absinthe is really annoying for dodging...
I like gollem boss (he is really challenging), I fought him and I had his spell so it was like a duel of rock showers.
Game is very nice and very much like Isaac. I only got to max level 4 in like 3 tries and never further in my 6 or so tries.
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Any update on the new release? It just looks and plays better and better each time!
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Hi Ruckamongus, we are a little late with the next update, I was sick last week like everyone at home :P, but we're working on it. I don't have any release date.
FRex, I've "improved" a little bit the hiccup.
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Hi!
Tonight, a video with two new items (a rapid fire, and a slime pet) and a new gameplay functionality (the achievements).
http://www.youtube.com/watch?v=IxeOGmpnkKA
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Excellent!
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Wow! Each time your game getting better and better!!!!
But I found the slime sound (judging by the video) a little bit annoying. It too stands. May be making it more quiet should help. Or more smooth. Btw, the heart sound and sound when you fire the shield, protecting golden key make noises on play (in game), but in Audacity editor everything's fine... Don't know, what' the problem :(
Everything else is very very great and awesome!!!!! ;)
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It really is great to see the progression of this game.
Keep going and surprise us again in the next update!
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Hi and thanks!
the heart sound and sound when you fire the shield, protecting golden key make noises on play (in game), but in Audacity editor everything's fine... Don't know, what' the problem :(
I don't know what can do that and you're the only one to complain about these noises, it's weird...
I will make the slime sound quieter.
We are now finalizing the next release, there will be a lot of new content and changes, and here two screenshots of some new tiles:
(http://img11.hostingpics.net/pics/223722newscreenshot2.png)
(http://img11.hostingpics.net/pics/283323newscreenshot.png)
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Wow!!! Big rooms!!! And the art... it... is... AMAZING!!!!! Cirrus Minor, you've made a great job!!!!! And it's a great pleasure to see, how's your project growing up!!! And a great pleasure for me to be a part of it as a russian translator ;)
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Thanks achpile, and thanks for your contribution to the project!
The rooms are still the same size as they used to be, but with the smaller tiles in the first screen, we can think they're bigger.
And yes, the 2D artist is really skilled!
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Witch Blast v0.5
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.5
Hi, the new Witch Blast is out!
It focuses on achievements and brings the level 7, a new boss, a lot of content and gameplay improvements.
Changelog (from v0.4.6b to v0.5)
- ADD A new level (7)
- ADD New boss (for level 7)
- ADD Achievements and unlocks (16)
- ADD Items
- ADD Monsters and variants
- ADD Shot type (poison)
- ADD Spells (2)
- ADD Familiars (a fairy and another one)
- ADD Chest traps
- ADD Challenge levels 3 and 4
- ADD Tiles and room patterns
- ADD Divinity level messages
- ADD Tree Divinity has a fury against undead
- MOD No player collision while invincible
- MOD Sulfur causes the monster explode directly, and safe for the player
- MOD Giant Spider easier, and less green blood on screen
- MOD Divine interventions have a piety cost
- MOD Hiccup makes the player fire poison
- MOD Imps do not teleport with 1 HP damage
- MOD Corpse can fall in holes
- MOD Completed challenge chest can contain items (but it's rare)
- FIX Natasha and Scarlett wrong display in Hall of Fame
- FIX V-Sync does not work on some GPU
http://www.youtube.com/watch?v=VBU2m_8PJ8U
Have fun !
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This is really coming along nicely. Good work! :)
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Hey guys, a few days ago I finished up my proof-of-concept implementation of Emscripten support in SFML. As part of my wide-scale testing, I intend on trying to port open-source SFML projects to the browser platform. I thought Witch Blast was a good candidate to stress most of the core SFML modules and it doesn't rely on anything non-SFML.
This (http://sscce.is-very-good.org/Witch_Blast.html) is the result. (Caution, you need to download ~44MiB of embedded resources) ;D
Bear in mind that the implementation is still experimental and undergoing thorough testing, as such buggy stuff might not be excluded.
Porting Witch Blast was not really that hard. There were a few things that had to be rewritten a bit, but they are not Emscripten-specific and would work on other platforms just as well. I'll probably write up a guide once I'm satisfied with the stability of the codebase. Since Witch Blast is under GPL, I'd be happy to provide a code-diff for you to review. I just didn't think it would be necessary since so little had to be done.
Have fun. ;)
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It works! :D
Though when loading the boss level or at the end of a level it takes quite a while till it proceeds.
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Hey! It's working quite good, I'm really impressed!
Though when loading the boss level or at the end of a level it takes quite a while till it proceeds.
It occurs when the music changes (there is a latency after killing the boss too, and same in the challenge rooms, where the music is different too).
The only bug I've noted: R-Shift was always pressed (I've change the "time control" to another key, and it's working).
Great Job, binary1248!
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Tested with Chromium, works quite nicely! Starting from the first boss/level 2, I experienced a lot of lag when shooting.
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The lock-ups during loading are due to one of the restrictions of web applications, they don't allow emulation of threads with shared state. As such, using sf::Music (and anything else relying on and including sf::Thread itself) just won't work, since it relies on a background thread that continuously decodes samples from the music files. Everything has to be loaded in one go, so the "easiest" solution to make it lock-up free would be to load everything possible at the start of the application, unfortunately this would require loads of memory (but who doesn't have 16GiB of RAM these days? ;D). The cleanest solution would be to make use of web workers to load resources in truly native background threads, but that would require either an addition to the SFML API or rewriting portions of the application in Emscripten-specific code, both of which I didn't want to do :P.
At some point, like I said, I'll probably write a "porting guide" or a "best practices for web compatibility guide" for SFML. If developers follow those, they should be able to port their applications basically for free to the web platform. All in due time... ;)
The only bug I've noted: R-Shift was always pressed (I've change the "time control" to another key, and it's working).
Hmm... that's strange, did you cause the HTML document to lose focus in any way while holding R-Shift down? The application can only receive input events when it has focus, and since it can't asynchronously ask an operating system for the current key state, it has to rely on tracking the state changes itself. This means that keys can get "stuck" in the down position if focus is lost while they were released. Maybe there is a way to fix this, I still have to work on polishing the implementation up.
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Hmm... that's strange, did you cause the HTML document to lose focus in any way while holding R-Shift down?
No I didn't. I've tried a few times, and R-Shift and R-Ctrl stay pressed. I'm on Chrome.
I've tested on FF, and the R-Shift works (it seems to be a Chrome related bug?)
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For playing music, you could probably utilize <audio>. Not sure if that covers all features of sf::Music, but at least playing, pausing, seeking and changing the volume should be possible.
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Witch Blast v0.5.3
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.5.3
A "patch" with bug fixes, gameplay improvements, some new art and the German (thanks Geheim!) and Russian (thanks Achpile!) translations.
Changelog (from v0.5 to v0.5.3)
- ADD Glowing green staff aura when poison shot equipped
- ADD Air divinity aura
- ADD New room patterns
- ADD Better looking dungeon: Wall shadow, decorations, better tiles
- ADD German and Russian translations
- MOD An item can be only dropped once in a level
- MOD Giant Spider difficulty slightly increases
- MOD Ghost are shortly visible at fight start
- MOD Gloves and advanced gloves switched
- MOD Snakes from trap can drop golds or apples
- MOD Elemental cauldron invoke rate decreases and is limited (no spawn when more than 8 monsters on screen)
- MOD Fairy powder does not teleport the player as often as it used too
- FIX Wrong air divinity conversion message
- FIX Overlapping items descriptions
- FIX No ghost dying animation
- FIX Key zone tiles were wrong
(https://cloud.githubusercontent.com/assets/7290164/7454896/53ce6d24-f278-11e4-9aac-1b9280f2abc7.png)
Have fun !
For playing music, you could probably utilize <audio>
Yes, I could do that, but I should do something with particles too, it's hardly playable in advanced levels when everything is firing.
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Witch Blast v0.6
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.6
Hi!
An update with some cool stuff:
- joystick support,
- improved gameplay
- new art for the dungeon - walls, doors...
and online scores!
(http://img11.hostingpics.net/pics/682291screen.png)
(https://cloud.githubusercontent.com/assets/7290164/7687412/710e1fd0-fd9d-11e4-9fa6-a68ddcdac54e.png)
Changelog (from v0.5.3 to v0.6)
- ADD Glowing green staff aura when poison shot equipped
- ADD Online scores
- ADD Player movement improvements
- ADD More details in dungeons
- ADD New doors
- ADD New walls
- ADD New art for the "bubble"
- ADD Flower animation
- ADD Joystick support
- MOD Stone divinity repulse fury causes damage now (8HP)
- MOD Fireball (from spell) minimum damage increases (from 12 to 24 HP)
- FIX Explosive slime can be stuck in the wall when casting "invoke slime" spell
- FIX Horizontal lines when maximizing the screen
- FIX Spell lost when taking two spells at the same time
- FIX Missing art for advanced gloves and boots
- FIX Some random sprites are misplaced
- FIX Graphical problems on The Thing
- FIX Pumpkin sound is playing twice
- FIX Giant slime impact sound was missing
About the online scores:
- it's only available on the Windows build - I may have a Linux build soon too,
- they are experimental and can cause latency,
- you won't save a score on line if you're resuming a saved game,
- there are now 3 hi-scores screens: 10 best scores online, 10 best scores of the day, 10 best scores local.
Have fun !
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Wow, that screenshot has made me realize how horribly bad I am at this game (though I still enjoy playing it!). I'm not even halfway to the lowest of the top 10 scores there. :(
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About the online scores:
- it's only available on the Windows build - I may have a Linux build soon too,
- they are experimental and can cause latency,
- you won't save a score on line if you're resuming a saved game,
- there are now 3 hi-scores screens: 10 best scores online, 10 best scores of the day, 10 best scores local.
Have fun !
Hi, good job on your game.
Although i don't think there's a definitive and yet simple solution for that topic, i think you should add at least minimum security.
Not providing source code is a disputable way of securing any protocol (after all, aren't all the best cryptographic algorithm public ?).
I am sure the community can provide some good idea on that matter if you are interested.
EDIT :
Ok some simple adds could discourage most of the bad intended people (like myself), for instance, you could check on the server side the http header for sfml-network related stuff (this would make it harder to fake a packet with standard tools i think).
You could also make some "game logic" related tests : is it possible to have this extraordinary score at level 2 with the base equipment ?
it would be wise to add some flood containment mecanism to the server too.
good luck, carry on.
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Thanks kiswa! The game is very skill-based, I'm sure you'll reach lvl 5 and more easily soon!
Dwarfman, I don't have any experience in security, and what I plan to do, is to add some key to the data I'm sending and generate some hash-code to validate it.
In this case, I could provide the source code.
Do you or others think it makes sense?
Btw, I've added a Linux build (untested) on GitHub:
https://github.com/Cirrus-Minor/witchblast/releases
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i don't know if you've read my last edit.
as for the hash thing, well it was my first guest... you could hash the data you send + a password and send it to the server with the clear data to make sure it was not tempered.
Because a hash cannot be reversed (theorically), a non player ignoring the password should not be able to send fake data to your server.
However, the password needs to be on both client and server side in a const value so that any hex editor can read it, it is not perfect but it may be enough in that case.
for the hash i recommend Stephan Brumme's Portable hashing library (http://create.stephan-brumme.com/hash-library/) which is nice and easy.
EDIT : well if you put your password into the source code it is simplier for anyone to get it and make a fake packet with a genuine signature... so the solution is not here i'm afraid.
EDIT2 : i'm some kind of editing freak tonight as i am thinking out loud, sorry guys.
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No, I haven't noticed the last edit :P
Thanks for your suggestions, Dwarfman, it really helps!
Well, no, the "key" won't be in the source code, and I cannot let anyone build a "full online" client for the following reason: anyone can modify the game, add more damage to weapons, more HP, weaker monsters, increase scoring, etc...
For the "online score" version, the players should play with the same version.
I will have a look at the hash library - or I will use MD5 (it's easy to find implementation for C++ and PHP) - and at the sfml-network header.
For the game-logic-related test, I prefer to do this manually, if some scores are strange.
At the moment, I'm implementing threads to prevent the game to "freeze" while waiting for server response.
I've noticed my compiler does not support C++11 thread, so I've just upgraded it.
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Yep the hash thing is a good start i think, only if you put a place holder in the source code before you commit it.
I don't know if you do realize (many people mistake hash with cryptographic algorithm) that the hash is only for data authentication as it is not reversible (well nowadays md5 is i recommend SHA-256 or better). You still need to send the clear data with your hash and recalculate it on the server side with the concatenated password to make sure it is genuine.
Anybody can find your clear password on the client side with an hex editor and do a hash from fake data+password, but it should be more difficult to find than the link of the php file to your server ( ;) ).
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I'm working at it!
But, as I'm doing with a data and a password, the "key" is not the password alone, but how I "build" the data + password string.
I mean, the string can be, for example, something like:
score + "-" + name + "*" + password + (score - level) + equipment.
I 'm now managing all the calls to server within threads now, there is no more "freeze" due to latency problems.
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I'm working at it!
But, as I'm doing with a data and a password, the "key" is not the password alone, but how I "build" the data + password string.
I mean, the string can be, for example, something like:
score + "-" + name + "*" + password + (score - level) + equipment.
Indeed, the way you make your hash is part of the "key", i see what you mean, this is even harder to find from the binary (i am in no way an expert in decompiling software though) should be enough for this use case. I think the idea here is "as long as it is enough, it is enough"...
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I'd say... Save yourself the time of doing such "security". :P It's very easy to crack.
What would probably work best is recording a gaming session (only game parameters, no video, of course) of some sort and validate it at the server by doing lots of plausibility checks.
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How's the progress coming?
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Hi Ruckamongus, I've made a pause in the development of the game from June to August because of some family troubles, but now I can go on.
The next release will feature, so far:
- destructible tiles, like barrels,
- secret rooms,
- potions (unidentified - you have to try it or identify it to know the effect),
- secret rooms,
- some new items and monsters,
- secret rooms,
- no more freeze when calling the server, and more security (well, sort of :P )
- new music (100%) - the old Witch Blast theme will be back!
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Hi!
A new gameplay video, today.
In this video, we can see some action, a new spell which can slow down time, a secret room, and we can listen to one of the new music tracks.
Good weekend and enjoy!
http://www.youtube.com/watch?v=c1Ymyfm-P8s
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I just tried it and it's really nice! I died quite early, though, so gotta try harder :D
Good job! ;)
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Nice to see that you are still working on this. Awesome job so far ;)
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Hi and thanks, silverweed and AFS!
I hope the next version will be available soon, but there is still work to be done.
______
Last development:- 8 new achievements (which unlock new items or spells),
- rats and bats slow down while changing direction,
- level 8 is the last level (no never ending game anymore),
- score calculation will now take account of secret rooms found, "perfect" levels (without HP loss) and game time (only if the player wins the game)
______
And here a short video about potions in Witch Blast:
http://www.youtube.com/watch?v=bPU3kihMhp4
- The scroll of revelation identifies the first potion - a speed potion,
- to identify the second potion, I'm drinking it. Damn! Poison...
- identifying one potion type reveal the effect of all the potions of the same type. Drinking the health potion reveals the effect of the same potion on the ground,
- potions and scrolls can be found in chest, monster's loot, shops, etc...
(The players of the old version will recognize the Witch Blast theme new recorded and arranged in this video ;))
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Witch Blast v0.7
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.7
Hi!
A major release today with new content, the destroyable stuff, improved online scores, potions, etc...
Changelog (from v0.6 to v0.7)
- ADD Destructible tiles
- ADD Potions
- ADD Secret rooms
- ADD New items
- ADD New familiar
- ADD New magic spells
- ADD New achievements
- ADD New music
- ADD Player effects display
- ADD Blinking effect when player is invincible
- ADD Monsters
- MOD Consumables in shops
- MOD Evil flower damage
- MOD Butcher can drop sausages now
- MOD Game becomes harder for good players
- MOD Some monsters (rats, bats) slow down when changing direction
- MOD Level 8 is the last level now
- MOD Air divinity fury has now a lifetime (was infinite)
- MOD Intro is displayed just once now
- MOD Display the best player instead of the best scores
- MOD We don't have to clear the room to get the achievement now
- MOD In "advanced" mode, the "fairy cursor" changes
- MOD Bolt particles are now batched
- FIX Latency when communicating with the score server
- FIX Interaction key has to be redefined each game
- FIX Item description text too large
http://www.youtube.com/watch?v=FsHqu0JpP_k
Have fun !
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amazing, good job. i like the graphics and effects. the most i like the inventory screen , it looks really fabulous
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Thanks MORTAL, and yes, the 2D artist who's joined the project is very skilled!
(http://img11.hostingpics.net/pics/123618wb950x150.png)
And I've now added Witch Blast to IndieDB, here:
(http://button.indiedb.com/popularity/medium/games/45191.png) (http://"http://www.indiedb.com/games/witch-blast")
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Hi!
There are a lot more Witch Blast players, as I can see in the scores database.
The reason is that the game has been featured last weekend on GameJolt, it gives it a lot of visibility.
(http://img11.hostingpics.net/thumbs/mini_725714gamejolt.png) (http://www.hostingpics.net/viewer.php?id=725714gamejolt.png)
Witch Blast on GameJolt: http://gamejolt.com/games/witch-blast/95627 (http://gamejolt.com/games/witch-blast/95627)
We are working on a "feedback" patch to fix the bugs of the new version and to improve gameplay.
It will probably include an experimental multiplayer mode (à la BoI: a player controls a fairy with the gamepad). It's a GitHub contribution from a developer.
(http://www.developpez.net/forums/attachments/p189886d1444507669/applications/developpement-2d-3d-jeux/projets/witch-blast-dungeon-crawl-shooter/ef51e85a-6fca-11e5-84a2-9a63b364b083.gif/)
Mac OSX build (with online scoring) available on GitHub: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.7
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Today, a short gameplay video with:
- the 2 players mode: the second player can control a fairy with the joypad. The fairy has no hitbox yet, starts with a weak standard attack, and evolves at the end of each level (she can gain power, speed, an elemental attack, double-shot, etc...),
- the score in game: because Witch Blast becomes more and more a scoring game - with the online hall of fame - players have suggested to add the score in the game UI - like a "normal" game :P - and they want to understand where the points come - in the video, we can see how much finding a secret room or completing the first level without losing a single HP do.
That will be in the next patch.
There will be some new / updated graphics too, and the 2D artist is working on the UI right now (for the score, and more...), and of course bug-fixes and improvements.
http://www.youtube.com/watch?v=U_gSdqjZXwM
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Really awesome work. It's one of those ultra-active SFML projects, love it. :)
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Thanks Tank!
I've looked again at my first message here, and I can say I've never thought this project would go so far...
And I'm glad Witch Blast has become, for some people, an example of what we can do with SFML.
Oh, and I've done a short video about the evolution of the game, one week ago:
http://www.youtube.com/watch?v=2K_Sa-kIXpo
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Witch Blast v0.7.5
Download: https://github.com/Cirrus-Minor/witchblast/releases/tag/v0.7.5
Hi!
Today, the new update, with the 2 players mode, a new scoring system, a new UI, the score in the game screen, and more.
Thanks a lot to Geheim, achpile and AFS for the translation (since the 0.3.x)!
Changelog (from v0.7 to v0.7.5)
- ADD 2 players mode
- ADD Score display in game
- ADD New game and pause UI
- ADD Player scores are shining in score screens
- ADD German, Spanish and Russian translations
- ADD Mouse support for using/dropping consumables and switching bolt type
- ADD Config option to turn off the pause while losing the focus
- ADD Config option to turn off sprite batching of particles
- ADD Config option to decrease lifetime of particles (for old computers)
- ADD Potion description in the pause screen
- MOD Sausages can now be killed in one shot (standard damage)
- MOD Lightning spell deals progressive damage (5 dam in level 3, 6 in level 4, etc...)
- MOD Increase of the divine protection duration
- MOD Effect cooldown are now in the upper part of the interface
- MOD Cooldown to pick up a potion we've dropped is now 5 seconds
- MOD Explosive barrel is now red with an explosion symbol
- MOD Some barrels are damaged at generation
- MOD "Bomberman"-type rooms have always barrels at level 4 and above now
- MOD Green blood and slime corpses have been desaturated for a better game visibility
- MOD Level up divinity effect has been changed (was too close of the divinity intervention effect)
- FIX Inputs are processed while the game window has no focus
- FIX Doors don't open when there is still spider webs in room
- FIX Spider webs slow down some spiders
- FIX Grid on walls
- FIX The player effects (poison, slow, damage up, etc...) are not saved
- FIX Bag appears only when the player has boots
- FIX No door to secret room on loaded game
- FIX Item order in the inventory
- FIX It's possible to let the player name blank
- FIX It's possible to drop potions we don't have
- FIX Closing the game in the pause screen don't save the game
(http://www.developpez.net/forums/attachments/p191339d1446132365/applications/developpement-2d-3d-jeux/projets/witch-blast-dungeon-crawl-shooter/screenshot_20151029113512.png/)
Pause screen
(http://www.developpez.net/forums/attachments/p191338d1446132156/applications/developpement-2d-3d-jeux/projets/witch-blast-dungeon-crawl-shooter/screenshot_20151029113142.png/)
New color for explosive barrels
Have fun !
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Jeez crazy! Nice update :)
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How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.
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How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.
It's open source, so you can view it yourself: https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165 (https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165)
Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(
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How did you do save/load games? Can you go into detail? Did you use serialization from boost library? I am very curious to hear your explanation.. I love the game, very nice.
It's open source, so you can view it yourself: https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165 (https://github.com/Cirrus-Minor/witchblast/blob/master/src/WitchBlastGame.cpp#L6165)
Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(
ty!
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Hi everybody!
Cirrus Minor, you haven't made any changes to the dev branch in a month! Are you giving up on Witch Blast? :(
I had to make a "pause" in my projects but now, I will try to go on with Witch Blast.
I'd be really glad to have a v1 release some day.
How did you do save/load games? Can you go into detail?
I don't use serialisation, I'm saving information about the current state of the game and the player (which level, how many gold coins, HP, etc...), the map of the level, and each room (room type, tilemap, items, blood particles, etc...
And as Ruck said, you can look at the code ;)