Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".
Yes. Thank you. :)Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".
Did you come up with that visual style yourself? I absolutely love it.
This looks really nice. It should have its own thread; I think people would like to know a bit more about it.(click to show/hide)
Maybe it has to do with the fact Y is up in Unity but not in Blender (or so it seems from the screen).
Drawing stuff."stuff" looks nice ;-)
Drawing stuff."stuff" looks nice ;-)
Woah, that looks really nice Elias. Post some more!
I am working on a clone of KOHCTPYKTOP; simulation is working but I have no clue where to go now. :-\(click to show/hide)
Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?Nice to see someone else is interested in the project :D
Just been working away on Moonman as is my life :) Saw this thread from chatting to Hiura on twitter. Plenty more screens etc at the mm forum (http://discuss.moonman.io/). Keep up the fun work everyone
(http://discuss.moonman.io/uploads/default/_optimized/2b3/800/013754d6d8_690x452.png)
How does depth calculation work? Do you set a depth per layer or similar?
(The transition between the two land textures could be made a bit smoother, but I assume your point was to show the coastline :))
Have a glimpse into the project "Cendric", currently under development. Its genre lies somewhere between RPG, platformer and puzzle and the code is completely open source.Wow, looks really cool! I'm gonna try it, provided I can compile it on Linux ::)
(http://i.imgur.com/8oXXcNA.png?1)
i would like to share my work progress on race cars project. finally i'm able to draw the road. here the picture of the project:Hmm... this reminds me quite a bit of my (ugly) road thingy I wrote once. :D
(http://www.upload.ee/image/5347536/test2.png)
(http://i.imgur.com/eUgc0VY.gif)
My new multiplayer board game:
(http://i.imgur.com/n6ZtP2Y.png)
Reminds me of Settlers of Catan(which I did for a school project a long time ago :D)
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ
It's obvious that your "slicer" creates new topology when slicing. Even, in fact, new vertices at the slicing position. This seems to only be from the object's original vertices though as slicing through a slice seems to only be able to use the existing slice's vertices rather than creating new ones. This can be seen when slicing multiple times and at right angles where the slices that go through the previous ones don't line up as a straight line up as the slice would.
Thumb up for Wolfenstein! ;)
Just added a debug draw overlay to my simple game framework. Needs some tweakin though to not go out of the view (see right paddle)
...
(and yes I'm still working on a Pong clone, it makes adding features to the framework more simple)
Fewes, wow, this is pretty good! Can you give us more details about what you did to make it so good? Shaders? Lots of layers?
Here's a small breakdown of the buffers (just recently added normal mapped lighting):
Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.
I gave creating a velocity buffer / motion blur shader a go.Very good stuff as usual ;) Don't you think your project would deserve its own thread?
Very good stuff as usual ;) Don't you think your project would deserve its own thread?
Thanks! I considered making a thread a while ago but figured I should get further along before I did. I'll take your post as a sign I've gotten far enough to make one now ;)Quoting for some extra emphasis! Clearly you do need your own project thread :D
that was powerful and aggressive intro. it gives intuition that don't mess with SFML when it is Simple and Fast Multimedia Library 8)Haha :D
Nice. I liked it :-)Thanks ;)
I found some audio sample and thought that would totally fit an SFML Intro, so I quickly edited something together. ;DI quite like this. It reminds me of the Dolby stuff you see/hear at cinemas!(click to show/hide)
The letters seem a little too spaced; it makes them look thinner and weaker. I think they should be closer or larger so that the gap is more like the logo.Good ideas! ;)
One extra flourish would be some camera shake when the logo lands ;)
Did you do this animation with SFML or an animation/video editor?Thought about it at first, but it would have been too much work (I think). I used Hitfilm 3 Express.
Looks nice! Now we just need a GIF of it moving! :)
I decided that it's a simple enough animation to recreate using SFML so I went ahead and coded it!Did you do this animation with SFML or an animation/video editor?Thought about it at first, but it would have been too much work (I think). I used Hitfilm 3 Express.
Been working on this RPG/Robotron-esque hybrid.(click to show/hide)
@ scellow
So you are the dev of realm of the mad king? Nice too meet you here. :D
I played it some time ago (is it still free of steam?) and thought it was a funny little game.
@achpile: Awesome progress for 5 days. :)
working on saving -> loading; not quite there yet.
(http://i.imgur.com/OU07Py6.png)Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?Nice to see someone else is interested in the project :D
There is not much to say; most of the work has already been done by Zach.
As you can see the grid size can be changed:
I tried to increase it to 200 by 300; it worked, but you can't screenshoot something larger than your screen : (
As previously mentioned, I'm open to suggestions ;)
My Sokoban clone:
https://vid.me/PWcl
I created a little light engine wich is very cute :...this is also awesome. @brunnerant, do you have any further information? Perhaps a devblog or such a thing?
[..]
It uses fragment shaders to create depth maps, and to render the scene. Thus, any sf::Drawable can cast light. Normal maps are used to create pseudo 3d for the background tiles.
:o :o :o :o :oThank you!
This is seriously amazing! ;D
Makes me want to instantly create something with Plinth and some more Selba Ward elements.
Yep, SelbaWard is awesome ;DThank you! ;)
@HapaxThank you!
Awesome demo!
Good job, Hapax. I particularly liked the rotating cube in the beginning; everything 3D or pseudo-3D is like black magic to me. :PThank you! :D
Personally, I've been slowly working on "Our Dear Paper Fighters". Recently I made a rubble effect using a VertexArrayGood, good. Keep it up. Always like seeing how this game is going!
I think the side propulsions (when turning) are on the wrong side...(click to show/hide)
(click to show/hide)
Good, good. Keep it up. Always like seeing how this game is going!
I think the side propulsions (when turning) are on the wrong side...
I don't know, I think they are on the right side: if you turn right, the propulsion is drawn on the left, "pushing" the object to rotate clockwise, but hey, I'm no rocket scientist :PIt does feel a bit odd in the animation, but they are on the right side. What I think makes it feel odd is the fact that they are pretty much centered around the center of mass, as such they wouldn't really introduce a spin and more of a left/right movement. If you want to add spin to an object in space, you'll have to accelerate it off-center. So a better placement would probably be at the front of the craft.
I'll take a look at the implementation of "sw::Sprite3d", I'm curious of how you did it.There are two parts to it really. One, it breaks down (subdivides) a quad into multiple quads (and then triangles) so that the texture can more predictable, and two, it transforms those points in actual 3D space using a compacted matrix.
Had a little fun with normal mapping and specular mapping :)This looks very nice.(click to show/hide)
Not mine, but check this out, this is so amazing.
https://www.youtube.com/watch?v=zfa9wJ47qDQ (https://www.youtube.com/watch?v=zfa9wJ47qDQ)
Screenshot from a Matrix-style raining code animation using Console Screen:Looks pretty awesome! You need to make a GIF of that. :D
(http://i.imgur.com/iYvCcNx.png) (http://i.imgur.com/iYvCcNx.png)
Code Rain repository at GitHub:
https://github.com/Hapaxia/CodeRain
Thread about Selba Ward (https://en.sfml-dev.org/forums/index.php?topic=19496.0) (collection including Console Screen).
Looks pretty awesome! You need to make a GIF of that. :DI made a video instead ;D
The new version became a lot easier. :P
I can see a lot of Bubble Bobble inspiration in there.
Guys, please post images that fit the limited witdh of the forum... I don't see the point of posting full size images that nobody can really see here.
Used only straight lines to draw (Except outline circle)This is really pretty! Nice work :)(click to show/hide)
I'm trying to port Doom to C#, using SFML.Net.
Ohh, I like gravity simulations, do you have an animation of that? :)