SFML community forums
General => SFML projects => Topic started by: datMoka on August 02, 2013, 11:26:42 pm
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Uoke's Recovery
UR is a side platform which I am taking on as my second project, after my pong clone, tPong. <Story revision coming soon>
Controls and a change log can be found in the /bin folder.
Screenshots
(http://i.imgur.com/xZEGwUC.png)
(http://i.imgur.com/wimoius.png)
Downloads
Latest download
v1.0 - Base game WITH patcher (http://uokeftp.bugs3.com/game/UokesRecovery-v1-0-with-patcher.zip)
This patcher will allow you to update the game to the current version (v1.15). Note: the base game will not be able to load any textures as the folders have been re-named to fit the newest version.
Other downloads
v1.11 - Last version .zip download (http://uokeftp.bugs3.com/game/uokesrecovery.zip)
v1.0 - Base game w/o patcher (http://www.mediafire.com/?70wk870oecsm9z0)
The changelog can be found in the bin folder if you're interested in seeing what has been changed between versions.
Change
Change from v1.11 to v1.15:
- Added victory and failure music
Change from v1.1 to v1.11:
- Added a sign for the second elevator
- Bug fixes for elevators
Change from v1.0 to v1.1:
- Game patcher/downloader
- Bug fix (after killing NPCs and dying, the game would normally crash)
- Added mana
- Small update to the tutorial
- Added background music
- Added the options menu
- Changed variance on the player landing to a fixed rate
- Blog (http://uokesrecovery.wordpress.com/)
Future update:
v1.2-
- Theme music (hopefully)
- In game update checking
- Engine optimisation
I hope you enjoy playing it, as I have enjoyed making it!
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This is looking good :D I've played it for a bit and it feels allright :)
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This is looking good :D I've played it for a bit and it feels allright :)
Cheers!
If you (or anyone else) finds a bug, telling me would be of great help!
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There are several ways to make 1 shooting button instead of left for shooting left and right for shooting right.
use a bool value for that, any way it kind of hard, I could not win level 1 for several attempts.
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There are several ways to make 1 shooting button instead of left for shooting left and right for shooting right.
use a bool value for that, any way
The other option I was going to take was to use the mouse but I think it plays better with both hands on the keyboard.
it kind of hard, I could not win level 1 for several attempts.
Where would be the challenge/fun if you could just wizz through each level? ;)
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a few compatibility issues, look into your graphics. :)
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a few compatibility issues, look into your graphics. :)
Can you give me any specific issues? Plus if you're referring to the game's assets, I did rush them a little to get the first version out :) I'll be refining them for the next version (some things I know that need fixing is when you move there will be little lines between blocks - visible overlaying of some blocks on other blocks).
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I'm not sure what the origin of the issues are, but there seem to be quite a few oddity.
There's a logic error with the collision detection. Sometimes you just sit above the actual platform.
(http://i.imgur.com/6ppbx2M.png) (http://i.imgur.com/6ppbx2M.png)
From the position you can't shoot enemies.
Another issue seems to be, that you're requesting a fixed fullscreen mode, but that mode doesn't exist on my PC, thus it will switch to a different one. Maybe you want to use a lower resolution as the current one. ;)
Sometimes the game randomly crashes when I die, no idea why.
When I Alt+Tab in and out of the game, it can happen, that all the graphics show only as some sort of pixels.
Btw are you using OpenGL directly?
Cool game though!
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I'm not sure what the origin of the issues are, but there seem to be quite a few oddity.
There's a logic error with the collision detection. Sometimes you just sit above the actual platform.
(http://i.imgur.com/6ppbx2M.png) (http://i.imgur.com/6ppbx2M.png)
There's a variance added to where about you land on the platform (hence the kind of '3d' look).
From the position you can't shoot enemies.
I noticed that too, that at a certain height on the platform the bullets go wizzing past their head. Wasn't too sure if I should fix this as it makes the game a little more difficult but I could see it being annoying that you're unable to shoot them.
Another issue seems to be, that you're requesting a fixed fullscreen mode, but that mode doesn't exist on my PC, thus it will switch to a different one. Maybe you want to use a lower resolution as the current one. ;)
What do you mean? As in lowering the resolution of the window created while keeping the view the same (they're both 900x500 at the moment).
Sometimes the game randomly crashes when I die, no idea why.
I believe that might be a bit of shoddy programming by me. The last think I did before release was to put in npcs and they're all dynamically allocated. They're put into a vector and when your character dies they're all deleted but I'm thinking if they've already been deleted from you shooting them and it's trying to delete something that's already been deleted, bad things might happen. Just need to put in a little if statement to fix that (if that's what is actually happening).
When I Alt+Tab in and out of the game, it can happen, that all the graphics show only as some sort of pixels.
Absolutely no clue :)
Btw are you using OpenGL directly?
Nope, all indirectly through sfml's API.
Cool game though!
and cheers! :D
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There are several ways to make 1 shooting button instead of left for shooting left and right for shooting right.
use a bool value for that, any way
The other option I was going to take was to use the mouse but I think it plays better with both hands on the keyboard.
it kind of hard, I could not win level 1 for several attempts.
Where would be the challenge/fun if you could just wizz through each level? ;)
at least make me win lvl 1 so that I can have challenge in 2nd level :P
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at least make me win lvl 1 so that I can have challenge in 2nd level :P
I'll be including level plans (scanned in) for v2.0 which could help with level 1 maybe? :)
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There's a variance added to where about you land on the platform (hence the kind of '3d' look).
This is kinda odd. Usually 2.5D games use the same position in their "3D" platform, or if you they let you move in the "3rd" dimentions, then they'll also let you move up or down.
For now it feels off and seems rather like a bad collision detection. ;)
What do you mean? As in lowering the resolution of the window created while keeping the view the same (they're both 900x500 at the moment).
Well 900x500 is not a valid fullscreen resolution on most of the monitors. It would be nice if it just ran in window mode, otherwise you'll have to introduce some options to choose the correct resolution.
Whenever I start the game, I get the console output: The requested video mode is not available, switching to a valid mode.
I believe that might be a bit of shoddy programming by me. The last think I did before release was to put in npcs and they're all dynamically allocated. They're put into a vector and when your character dies they're all deleted but I'm thinking if they've already been deleted from you shooting them and it's trying to delete something that's already been deleted, bad things might happen. Just need to put in a little if statement to fix that (if that's what is actually happening).
You should rather use RAII and stop managing your memory manually. ;)
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Whenever I start the game, I get the console output: The requested video mode is not available, switching to a valid mode.
I'll probably be pushing some options into the next version or two for resolution/fullscreen options :)
You should rather use RAII and stop managing your memory manually. ;)
I'll look into it!
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Updated to v1.1! Here are some of the things that have been added:
Change from v1.0 to v1.1:
- Game patcher/downloader
- Bug fix (after killing NPCs and dying, the game would normally crash)
- Added mana
- Small update to the tutorial
- Added background music
- Changed variance on the player landing to a fixed rate
Enjoy and please do tell me what you think of it and if you find any bugs!
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This is opensource? Can i collab with the project?
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Unfortunately there seems to be a bug in v1.1, which prevents me from completing the first level. :-\
http://www.youtube.com/watch?v=h6QSJx4UBO0
Also, I can't listen to the original "music" - sounds more like noise...
And another bug is, that if you press A or D during the "Game Over" screen, you'll already move between levels, even though you don't see them yet.
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This is opensource? Can i collab with the project?
Hey there, not open source at the moment (might be when i've finished with it). I may look for more programmers when I clean up the source code (bit messy atm) after v2.0 is out.
Unfortunately there seems to be a bug in v1.1, which prevents me from completing the first level. :-\
Also, I can't listen to the original "music" - sounds more like noise...
And another bug is, that if you press A or D during the "Game Over" screen, you'll already move between levels, even though you don't see them yet.
Cheers for the feedback man, really appreciate it! That elevator bug I believe I know how to sort that out but I'm currently away from the build machine for a day. I've been transitioning from my previous block system and the new one so I think I may be calculating some different bits on the new and old :s
Can you listen to the music if you opened it in a audio program? This is pretty much the first time I've dealt with music programming in sfml so I'm a little unsure what's going on with that then.
Cheers! :D
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Can you listen to the music if you opened it in a audio program?
Yeah, but it works as well in-game, what I meant is, the music is aweful (for this game). It's so many rather random noises which totally doesn't fit the nice platformer game... ;)
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I have not managed to run the updated version (but I haven't tried for too long). Why the indirection via batch files and an updater, instead of a ready-to-use version 1.1 binary that can be directly executed in any path?
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Can you listen to the music if you opened it in a audio program?
Yeah, but it works as well in-game, what I meant is, the music is aweful (for this game). It's so many rather random noises which totally doesn't fit the nice platformer game... ;)
Well now you know how good my music production is, eh? ;)
I have not managed to run the updated version (but I haven't tried for too long). Why the indirection via batch files and an updater, instead of a ready-to-use version 1.1 binary that can be directly executed in any path?
Honestly I wanted a little experience in trying to make a patcher and it can come in handy. I might change the .zip file download in the patcher to a download of the full latest release
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A new version (v1.11) is out. It's a fix on the elevator bug which stopped you from actually being able to finish the level.
I've made it so you can also download the latest version as a zip file from both the launcher and web. People can also update via the patcher as per normal!
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Small update (v1.15) to add victory and failure music clips.
Expect future updates to come out a little slower than planned as I'm undertaking another project! Something I'm really excited to make and play; I bet loads here would enjoy it too! More detail on this later though ;)
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You are planning to make the game cross-platform?
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You are planning to make the game cross-platform?
When I get a desktop next week I'll try and get a build for Linux and hopefully MacOS too :)