SFML community forums
General => SFML projects => Topic started by: Haze on March 13, 2010, 04:38:59 pm
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Here is Cosmoscroll, an horizontal-scrolling space shooting game written in C++/SFML.
This space shooter features space bandits, aliens and various power-ups.
Cosmoscroll comes in two flavors:
- Story Mode : Complete all levels, beat the final boss and unlock the hardcore version!
Collect credits and use them for upgrading your spaceship and buying better weapons. - Arcade Mode : Hold as long as possible against more and more powerful bad guys.
Try to establish a new high score and share it online to compete against other players!
Don't forget to upgrade your spaceship in the Story Mode for improving your score.
The game is also internationalized (english/french/german) and should load the appropriate translation file according to your system locale.
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_lvl2.jpg)
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_armory.jpg)
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_lvl4.jpg)
Download CosmoScroll 0.4 :
- Windows version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-windows.zip)
- GNU/Linux version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-linux.tar.gz)
Old version for Mac OS X (0.3) : Mac OS X version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.3a-macosx.dmg.bz2)
CosmoScroll is free software (GPL), source code is available on Google Code (http://code.google.com/p/cosmoscroll/)
Your comments and suggestions are welcome!.
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Nice game! I like the particles flying away when you shoot the enemies.
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Good work :) I liked the XML organization
What did you use to play mod songs?
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Thanks for the feedback.
What did you use to play mod songs?
We used the DUMB library (http://dumb.sourceforge.net/), and a SFML wrapper around it (source is available here (http://code.google.com/p/cosmoscroll/source/browse/trunk/src/utils/DumbMusic.cpp)).
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We used the DUMB library (http://dumb.sourceforge.net/), and a SFML wrapper around it (source is available here (http://code.google.com/p/cosmoscroll/source/browse/trunk/src/utils/DumbMusic.cpp)).
Thanks, I'll give it a look sometime, I like mod songs pretty much :P
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Its really a nice game .. i played a lot .
Even i am working on building something similar to it , not as flamboyant like yours , but something analogous on a smaller scale.
I was wondering , if your could provide ur valuable suggestions on how to go about game programming .
Since , i am acquainted with OpenGL , and i have build a normal ball game which i call it as SAve The Ball . i wanted to add some music at the background , i have no idea on how do i go about doing it . i would be glad if you could help me out.
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I was wondering , if your could provide ur valuable suggestions on how to go about game programming .
Since , i am acquainted with OpenGL , and i have build a normal ball game which i call it as SAve The Ball . i wanted to add some music at the background , i have no idea on how do i go about doing it . i would be glad if you could help me out.
Thanks! I'm not an expert in game designing (there are way more impressive SFML projects than mine), but you can PM me if you have any questions.
Also, playing a background music is a very easy task, thanks to SFML, you should read the tutorial (http://www.sfml-dev.org/tutorials/1.5/audio-music.php).
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it is good going;
i enjoyed the smoothness of the game;
i mean one game started you just can't stop your self till the end "Evil Boss" Encounter;
simple but thrilling :)
heart beat type music is good and "destroyed particles impact" is newer to me
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It's been a long time without any updates, so here a new version!
What's new in CosmoScroll 0.3 ?
- Arcade mode:
* you can now upload your score on Internet, and see other online high-scores.
* more balanced: difficulty increases over time
- Story mode:
* Now 8 levels, with additional mini-bosses for more challenge
* Unlock the "hardcore mode" by completing all the levels
And there is also a bunch of minor improvements :
- more power-ups
- more weapon sound
- new GUI, prettier and easier to use
- bug fixes...
Download CosmoScroll 0.3 :
- Windows version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.3-windows.zip)
- GNU/Linux version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.3-linux.tar.gz) (requires libdumb and SFML 1.6)
- source available on cosmoscroll.googlecode.com (http://cosmoscroll.googlecode.com)
As usual, your feedback and feature proposals are welcomed.
Have fun.
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This is a beautiful game! Congratulations!
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Now also available for Mac OS (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.3a-macosx.dmg.bz2)!
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How many people were on the team? How long did the project take?
Lines of code for this project?
What was the jobs of the people that participated?
Is everything original?
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How many people were on the team? How long did the project take?
The first version was released back in 2008, at this time 2 people were involved, now I'm quite alone :)
It's hard to estimate the amount of time spent on it during almost 3 years, I would say about 4 months.
Lines of code for this project?
CodeBlocks says 7000 lines (without comments and empty lines)
Is everything original?
Code and graphics are original, sounds come from freesound.org (http://www.freesound.org/), musics come from modarchive.org (http://modarchive.org/).
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Very, Very cool. Thanks for the response.
I'm also going to check out those resources.
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Excellent game :D
Thanks for the posting the source code, interesting to see how you've split up the logic.
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looks very good!
Would be great if you also would upload a sourcecode release tarball,
so I could create a gentoo ebuild for it and commit it to the gamerlay :)
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Nice game :)
I have noticed a thing: If I resize or maximize the window, the GUI doesn't react correctly anymore. Maybe you should adapt it or disallow resizing...
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I could create a gentoo ebuild for it and commit it to the gamerlay
Sure! But I think I need to improve a couple of things to allow a proper installation, I've just sent you an PM about that.
If I resize or maximize the window, the GUI doesn't react correctly anymore. Maybe you should adapt it or disallow resizing...
Indeed, I've already noticed that bug a few weeks ago...
I chose the easy way and just disabled window resizing, which wasn't useful anyway ;)
Thanks for your feedbacks.
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hi Haze,
can't reply to your PM, seems like the db is broken atm.
point 1) and 2) should be easily fixed.
I don't have a good solution for 3) though atm.
maybe just disable the feature until there's a better fix? :)
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maybe just disable the feature until there's a better fix? :)
I'm ok with this.
Points 1 and 2 (data paths and settings management) will be fixed by the next version, but there is also other big features currently on the track, so do not expect a new release before a couple of months !
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I started to roll some cmake scripts arround cosmoscroll but current rv doesn't seem to build with current sfml2.haven't tried too hard though as of lack of time.
If I find the time I'll finish the cmake scripts and also patch paths and getenv home voodoo
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current rv doesn't seem to build with current sfml2
I'm still using SFML 1.6 for this project, I will probably migrate to 2.0 version when it will be officially released.
Don't hesitate to contact me if you need more information.
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Unfortunatly it doesn't seem to work under Windows 7 64bit...
I downloaded the windows version from the Google Code Project site and when I start the game, a new proces gets created (I can see it in the taskmanager) but it won't show any window or error or anything... :(
Doesn't run in compatible mode with admin rights either.
Hadn't had time to compile it for my own...
Btw quickly translated the .lang file to german. It's not perfect and maybe it won't fit everywhere into the predefined space, but I wasn't able to look which label sits where, since the game won't start.
But I guess it's better than no German version. :wink:
Download (de.zip->de.lang): https://legacy.sfmluploads.org/file/86/download
Let me know if some of the text doesn't fit, I'll try to get/guess it right.
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It just ran fine for me on Windows 7 Ultimate 64-bit.
Very very nice game!
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The game runs fine for me, too! (Windows 7 premium 64-bit.)
Nice work Haze! The game is well-done!
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Hmmm.. so it must be something else with my system...
The strange thing still is that it keeps running but doesn't display any window or whatsoever.
Are there any logs one could check/activate?
Or do could I miss some dependencies (installed a new Windows 7 last week).
Here a few more details about my system:
HP EliteBook 8460p
Windows 7 Professional 64bit
Intel Core i7-2620M CPU @ 2.70GHz
8GB RAM
Radeon HD 6470M
Let me know if I can help hunt down the issue.
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Thanks all!
I downloaded the windows version from the Google Code Project site and when I start the game, a new proces gets created (I can see it in the taskmanager) but it won't show any window or error or anything... :(
So the process doesn't even crash?
Did you experience similar issues with other SFML projects?
Or do could I miss some dependencies (installed a new Windows 7 last week).
I don't think so:
1) I provided all the required DLL's
2) If something was missing, the process wouldn't even get created.
Sorry, but I am clueless as well :(
Btw quickly translated the .lang file to german. It's not perfect and maybe it won't fit everywhere into the predefined space, but I wasn't able to look which label sits where, since the game won't start.
That's very kind of you!
Since I'm currently working on the next release (with new features such as spaceship upgrading :) ), the language files have been updated with new contents. A friend of mine, who is involved in this project, also started a german translation, so I've merged both files, (assuming your translation is the better one, my friend is not a native german speaker).
You can check the result here (http://code.google.com/p/cosmoscroll/source/browse/trunk/bin/data/lang/de.lang), that's the current (= devel) version.
(https://legacy.sfmluploads.org/cache/pics/169_cosmoscroll_german.png)
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A new version of CosmoScroll is now available!
What's new in CosmoScroll 0.4?
* Gameplay
- You can collect credits by killing bad guys in Story Mode
- Earned credits can be spent in Armory Menu to upgrade your spaceship
- 6 components to improve: Energy Shield, Armor, Engine, Heatsink, Laser Cannon and Plasma Cannon
- When playing in Arcade Mode, your improved spaceship from Story Mode is automatically imported
- 2 new enemy types
- 2 "indoor" levels, with interactive decors (doors, turrets, cannons)
- Audio signal when heat level raises
- Escap no longer quit the game without confirmation (use Alt-F4 for this)
* Display
- New design for the HUD
- the HUD displays a timer for each temporary power-up
- Decors and spaceships flash in red when damaged
- Parallax scrolling, with new background images
- Animation when player is destroyed
- Smoke effect improved
- Window centered on desktop at start
* Other
- Different background music for each level
- New translation: german
- Enable/disable vertical synchronization in settings menu
- New sound effects
- Optimized pixel-perfect collisions
- Configuration saved in your OS settings directory
- The game can be launched form any directory (you don't need to be in game directory anymore).
- Bugfix wrong md5 checksums on 64 bits platforms
- Bugfix players allowed to send score with an empty pseudo
- Manual available in english (README.html)
- Dependencies included in Linux release
Screenshots
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_lvl2.jpg)
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_armory.jpg)
(http://perkypenguin.free.fr/images/cosmoscroll_0.4/cosmoscroll-0.4_lvl4.jpg)
Download CosmoScroll 0.4 :
- Windows version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-windows.zip)
- GNU/Linux version (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-linux.tar.gz)
Source code is available on Googlecode (http://code.google.com/p/cosmoscroll/).
As always, feedback is welcomed and feel free to suggest new features!
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Still using SFML 1.6 = ATI bug doesn't let me run the game. :(
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Great!
Everything works good. Maybe you could make the player´s ship slide a little bit, some kind of inertia? And also you could make the player´s ship collider smaller so it´s harder to get hit. But it´s just my feeling maybe I am a bad space shooter player! :D
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Still using SFML 1.6 = ATI bug doesn't let me run the game. :(
Oh, I tought the ATI bug was only about a crash at exit (which compiling with static linking can fix). But I've searched on the forum and Laurent wrote there is a second ATI bug as well : freeze at global startup when using Catalyst drivers.
Someone might found a workaround in this topic (http://en.sfml-dev.org/forums/index.php?topic=4034.msg27975#msg27975), which just requires adding a ATI dll in the executable's directory.
Here's a packaged version of CosmoScroll with all the ATI dlls (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-windows-atigktxx.zip) (atioglxx.dll, atigktxx.dll, atio6axx.dll), atio6axx.dll should be the one you need for 64bits drivers, so consider deleting the other ones if it sill doesn't work. See this page (http://www.kn00tcn.net/site/cities-in-motion-startup-crash-fix/) for more details about those dlls.
This is just a workaround, migrating to SFML 2.0 is on the top of my TODO list.
Everything works good. Maybe you could make the player´s ship slide a little bit, some kind of inertia?
I already implemented inertia and quickly reverted to the previous behavior because this made the game insanely difficult. You really need instantaneous movement response and upgrading the spaceship engine, especially past the level 3 (level 1 and 2 are really easy).
And also you could make the player´s ship collider smaller so it´s harder to get hit. But it´s just my feeling maybe I am a bad space shooter player! :D
Collisions are pixel-perfect, making the hit box smaller than the spaceship would not be very fair :)
If you're really having trouble, you can redo previous levels and gain more credits for buying better items.
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Someone might found a workaround in this topic (http://en.sfml-dev.org/forums/index.php?topic=4034.msg27975#msg27975), which just requires adding a ATI dll in the executable's directory.
Here's a packaged version of CosmoScroll with all the ATI dlls (http://cosmoscroll.googlecode.com/files/cosmoscroll_0.4-windows-atigktxx.zip) (atioglxx.dll, atigktxx.dll, atio6axx.dll), atio6axx.dll should be the one you need for 64bits drivers, so consider deleting the other ones if it sill doesn't work. See this page (http://www.kn00tcn.net/site/cities-in-motion-startup-crash-fix/) for more details about those dlls.
Nope doesn't fix the problem on my end... :-/
Maybe if there were dlls of a older ATI OpenGL driver than 10.4.
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Great game. I enjoyed the mechanics of it, and I looked through the source code; it looked clean and efficient. I'll be honest, I don't use S.F.M.L.; I have, but I prefer using DirectX for rendering and the Windows A.P.I., but, it's interesting to see new projects from different libraries; especially games. This game you've created actually kept me going on a project I've been working on called "XeroSpace". I was about to give up on it and figured it was a waste of time, but then your game kept me going. Keep it up, the gaming community needs more stuff like this.
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Thanks for the kind words! The source code could be greatly improved however (conception mistakes, too many singletons, half of the documentation is written in French...).
It's been a while since last release, but I'm still working on it time to time (migration from SFML 1.6 to 2.0 was a big change).
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Thanks for the kind words! The source code could be greatly however (conception mistakes, too many singletons, half of the documentation is written in French...).
It's been a while since last release, but I'm still working on it time to time (migration from SFML 1.6 to 2.0 was a big change).
You're welcome, and yeah, but the rest of the code was pretty good. Hope to see a new release soon!