The game is now in Steam Early Access for free. I'm doing this while I'm developing it so I can get builds to my players a lot easier than uploading stuff to my site:
https://store.steampowered.com/app/2831730/Millie_Megavolte_8_Millie_and_the_Mole_King/
Here's a trailer for it:
https://www.youtube.com/watch?v=DmLxd3nWuc8
Please play and offer any feedback you have either through here or the Steam forum. The core gameplay is playable with one level, one boss, and you can make a team of four characters from nine total.
Warning: there's optional NSFW stuff in the wardrobe.
For an SFML-related thing: Did you know? You can get a masking effect for textures using shaders. It's simple: just assign the mask texture to the shader before you call draw() with it and you'll be good to go. Something like this:
uniform sampler2D texture;
uniform sampler2D mask;
void main()
{
vec4 pixel = texture2D(texture, gl_TexCoord[0].xy);
vec4 maskpixel = texture2D(mask, gl_TexCoord[0].xy);
if (maskpixel.a > 0.1)
gl_FragColor = pixel;
else
gl_FragColor = vec4(0,0,0,0);
}
The way masking is used in Millie 8 is the foreground/midground textures. The repeating texture is drawn to a canvas and the level shapes are drawn as pure black to another transparent canvas. The repeating texture is then drawn with the shape texture as a mask and the end result is textured shapes. The engine then goes on to outline the shape, add grass and drop shadows, and so on.