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General => SFML projects => Topic started by: Cirrus Minor on April 17, 2014, 08:36:30 pm

Title: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 17, 2014, 08:36:30 pm
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
Title: Re: Wtich Blast (dungeon crawl shooter)
Post by: zsbzsb on April 17, 2014, 08:41:01 pm
Looks very cool, you might just want to correct the typo in the thread title. All good now  ;D  ;)
Title: Re: Wtich Blast (dungeon crawl shooter)
Post by: Geheim on April 17, 2014, 08:47:53 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 17, 2014, 08:57:16 pm
Thanks !
Yes, Binding Of Isaac is an amazing indie game !
Oh... I've corrected the title...
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on April 18, 2014, 07:14:24 am
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?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 18, 2014, 08:32:01 am
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 ;-) )
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: cleavetv on April 18, 2014, 06:22:47 pm
looks cool, nice job!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Romex on April 20, 2014, 06:57:18 am
Nice music=D
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on April 21, 2014, 01:14:01 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Laurent on April 21, 2014, 09:23:43 am
Quote
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on April 22, 2014, 06:24:34 am
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).

Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 22, 2014, 08:43:31 am
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 ?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on April 22, 2014, 05:10:23 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 23, 2014, 07:30:59 am
 ???
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...
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on April 23, 2014, 05:39:32 pm
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 27, 2014, 03:40:48 pm
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on May 02, 2014, 07:33:46 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Ixrec on May 02, 2014, 07:52:09 am
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).

Quote
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 02, 2014, 08:16:10 am
Hi Null Pointer, and thanks for your interest in this project !

Quote
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).

Quote
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...)

Quote
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: dwarfman78 on May 02, 2014, 08:29:15 am
Quote
... 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/
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 04, 2014, 08:35:42 am
So what's new till the last (and first) release ?

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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 24, 2014, 05:41:03 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 30, 2014, 09:10:55 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on June 07, 2014, 01:56:37 pm
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:
Quote
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: therocode on June 07, 2014, 04:01:26 pm
Awesome. :D

Looks better and better.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Jesper Juhl on June 09, 2014, 05:20:14 pm
Nice improvements.
I like this project; I suspect a lot of fun will be had when it's done :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on June 10, 2014, 07:36:20 am
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:

Code: [Select]
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

Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on June 23, 2014, 07:27:25 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on June 26, 2014, 09:00:40 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Jesper Juhl on June 26, 2014, 09:03:02 pm
This game is looking better and better.
Keep up the good work :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 01, 2014, 08:44:53 pm
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 07, 2014, 10:13:58 pm
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 ?

More content and better gameplay, enjoy !

Changelog (from v0.1.0 to v0.2.0)
Quote
- 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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 13, 2014, 04:24:01 pm
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:


Changelog (from v0.2.0 to v0.2.5)
Quote
- 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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zsbzsb on July 14, 2014, 01:22:27 am
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)).  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on July 14, 2014, 07:13:27 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 14, 2014, 07:50:18 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 18, 2014, 07:49:37 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 21, 2014, 07:23:47 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on July 27, 2014, 02:05:36 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 05, 2014, 11:36:13 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Peteck on August 05, 2014, 12:00:39 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 07, 2014, 09:44:30 am
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...  ???
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 14, 2014, 06:25:29 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 17, 2014, 09:27:57 am
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:

Changelog (from v0.2.5 to v0.3.0)
Quote
- 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 !  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 29, 2014, 06:00:05 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on August 29, 2014, 07:58:09 pm
Did you notice that the blue particles sometimes have a darker outline?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 29, 2014, 08:36:42 pm
Yes Hapax, there are not the same ones (blue are standard, light blue is freezing shot).
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on August 29, 2014, 08:47:45 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on August 29, 2014, 08:56:32 pm
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  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 29, 2014, 11:28:24 pm
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 !

Quote
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.

Quote
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on August 30, 2014, 07:07:24 am
Quote
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  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: p5ych0 on September 01, 2014, 04:11:32 am
I can't stop playing this game! It's so fun! Keep up the good work. :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 01, 2014, 07:57:39 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 10, 2014, 08:46:48 pm
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)
Quote
- 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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on September 12, 2014, 09:53:02 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: AFS on September 12, 2014, 11:44:12 am
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.

(click to show/hide)

Cheers  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 12, 2014, 07:54:47 pm
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on September 13, 2014, 07:33:25 am
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  :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 13, 2014, 03:21:19 pm
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).
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on September 14, 2014, 01:50:31 pm
Hmm, maybe using wchar_t* and std::wstring, but I never tried it  ;D
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 15, 2014, 10:47:11 am
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...
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on September 15, 2014, 10:50:40 am
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  :(
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 19, 2014, 08:30:53 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 24, 2014, 08:33:26 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: p5ych0 on October 01, 2014, 03:52:28 am
Reminds me of The Binding of Isaac.  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 01, 2014, 09:26:56 am
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 04, 2014, 10:37:34 am
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)
Quote
- 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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Mörkö on October 04, 2014, 09:44:18 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 05, 2014, 08:37:49 am
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  :-[
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on October 05, 2014, 02:56:27 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Mörkö on October 05, 2014, 06:04:33 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on October 05, 2014, 09:15:04 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 06, 2014, 08:00:12 am
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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: select_this on October 06, 2014, 11:50:02 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Dark2Dragon on October 06, 2014, 12:27:24 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on October 09, 2014, 12:48:49 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 10, 2014, 07:42:43 am
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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Distant Difference on October 10, 2014, 09:01:38 am
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 )
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 10, 2014, 12:37:12 pm
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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Dark2Dragon on October 14, 2014, 04:14:53 pm
Awesome sprites!

If i imagine some more sprites of this kind, i feel how great this game will be.
Keep it up!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 31, 2014, 07:13:44 pm
Happy Halloween with Witch Blast !  :P

http://www.youtube.com/watch?v=xSF6k9ZwtY0
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on November 04, 2014, 08:33:08 pm
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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on November 05, 2014, 05:36:19 am
Wow! It's AWESOME!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on November 17, 2014, 09:59:13 pm
Hi !
A short video with the new game intro and menu:

http://www.youtube.com/watch?v=Ygtg2M0RCY8
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on November 18, 2014, 01:43:13 am
Where have his clothes gone?  :o
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on November 18, 2014, 07:47:46 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on December 19, 2014, 05:34:29 pm
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:

Thanks to Geheim for the german translation !

Changelog (from v0.3.7 to v0.4)
(click to show/hide)

Trailer
http://www.youtube.com/watch?v=SfzhXt1cEkE

Enjoy !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on December 19, 2014, 08:28:17 pm
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on December 20, 2014, 08:28:39 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on December 20, 2014, 10:02:23 am
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 ?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on December 20, 2014, 08:10:22 pm
@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).
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: StormWingDelta on December 20, 2014, 11:34:58 pm
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. :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on December 21, 2014, 12:30:30 pm
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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Geheim on December 21, 2014, 01:16:34 pm
Great to see the project progressing in this way, the graphics evolve in a good way too, keep it up!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Jesper Juhl on December 21, 2014, 06:14:32 pm
I think I won't use Steam for a free project!
itch.io (http://itch.io/) might be an option.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on December 21, 2014, 08:21:00 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Mutoh on December 23, 2014, 02:55:46 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on December 23, 2014, 03:41:24 pm
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...
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on January 04, 2015, 10:06:41 am
(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)
(click to show/hide)

- Better blood effect
http://www.youtube.com/watch?v=yCVK304zLP0

- And more (see changelog).

Changelog (from v0.4 to v0.4.1)
(click to show/hide)

Have fun !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 14, 2015, 08:34:32 am
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)
(click to show/hide)

http://www.youtube.com/watch?v=vQ_XigUBNHY

Have fun !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Geheim on February 14, 2015, 08:32:46 pm
This looks amazing, great job to your artist, the graphics are great. I also really like the new background music!

Keep up the work
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: zmertens on February 14, 2015, 11:13:08 pm
I love watching this project evolve. The new GUI, sounds, and textures look amazing. Great work!   :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 15, 2015, 02:53:45 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 23, 2015, 07:49:02 pm
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)
(click to show/hide)

(https://cloud.githubusercontent.com/assets/7290164/6331178/0e3728cc-bb7e-11e4-96ab-0c3d10a82884.png)

Have fun !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: grok on February 24, 2015, 10:13:01 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 24, 2015, 10:50:53 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Glocke on February 24, 2015, 12:41:17 pm
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?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Laurent on February 24, 2015, 01:04:21 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 24, 2015, 02:20:18 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 24, 2015, 08:40:27 pm
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: G. on March 15, 2015, 12:33:19 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on March 15, 2015, 08:39:35 am
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:

(http://img4.hostingpics.net/pics/966555WitchBlastartsmall.jpg)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: G. on March 15, 2015, 07:47:56 pm
I've played Isaac a few hours. ;)
And I had the lvl 5 tree god! :p

Good luck!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: FRex on March 15, 2015, 09:56:12 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Ruckamongus on March 20, 2015, 09:22:40 pm
Any update on the new release? It just looks and plays better and better each time!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on March 21, 2015, 02:36:28 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on March 25, 2015, 08:36:32 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on March 26, 2015, 08:17:07 am
Excellent!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on March 26, 2015, 08:41:03 am
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!!!!!  ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Geheim on March 26, 2015, 12:52:15 pm
It really is great to see the progression of this game.
Keep going and surprise us again in the next update!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 15, 2015, 09:35:23 am
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)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: achpile on April 15, 2015, 09:42:38 am
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 ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 15, 2015, 10:41:23 am
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 18, 2015, 07:38:29 am
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)
(click to show/hide)

http://www.youtube.com/watch?v=VBU2m_8PJ8U

Have fun !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Hapax on April 19, 2015, 10:41:31 pm
This is really coming along nicely. Good work! :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: binary1248 on April 28, 2015, 01:03:10 pm
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. ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: eXpl0it3r on April 28, 2015, 02:04:48 pm
It works! :D

Though when loading the boss level or at the end of a level it takes quite a while till it proceeds.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 28, 2015, 03:32:41 pm
Hey! It's working quite good, I'm really impressed!

Quote from: eXpl0it3r
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on April 28, 2015, 04:29:05 pm
Tested with Chromium, works quite nicely! Starting from the first boss/level 2, I experienced a lot of lag when shooting.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: binary1248 on April 28, 2015, 04:44:43 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on April 28, 2015, 08:04:48 pm
Quote from: binary1248
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?)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on April 29, 2015, 11:13:06 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 04, 2015, 05:18:28 pm
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)
(click to show/hide)

(https://cloud.githubusercontent.com/assets/7290164/7454896/53ce6d24-f278-11e4-9aac-1b9280f2abc7.png)

Have fun !

Quote from: Tank
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 18, 2015, 10:34:38 pm
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)
(click to show/hide)

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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: kiswa on May 19, 2015, 02:16:00 pm
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. :(
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: dwarfman78 on May 19, 2015, 09:24:55 pm

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.

Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 19, 2015, 10:13:28 pm
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: dwarfman78 on May 19, 2015, 10:20:23 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 20, 2015, 09:09:03 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: dwarfman78 on May 20, 2015, 03:37:54 pm
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 ( ;) ).
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on May 20, 2015, 10:51:30 pm
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: dwarfman78 on May 20, 2015, 11:10:43 pm
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"...
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on May 21, 2015, 09:30:21 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Ruckamongus on August 26, 2015, 07:16:07 am
How's the progress coming?
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on August 26, 2015, 07:40:47 pm
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:
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 05, 2015, 09:44:49 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: silverweed on September 06, 2015, 02:12:57 pm
I just tried it and it's really nice! I died quite early, though, so gotta try harder :D

Good job! ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: AFS on September 07, 2015, 01:41:00 am
Nice to see that you are still working on this. Awesome job so far ;)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on September 24, 2015, 10:38:28 am
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:
______

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  ;))
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 01, 2015, 03:47:41 pm
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)
(click to show/hide)

http://www.youtube.com/watch?v=FsHqu0JpP_k

Have fun !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Mortal on October 01, 2015, 04:40:53 pm
amazing, good job. i like the graphics and effects. the most i like the inventory screen , it looks really fabulous
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 02, 2015, 02:10:49 pm
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")
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 13, 2015, 08:43:28 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 19, 2015, 08:16:49 am
Today, a short gameplay video with:

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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on October 19, 2015, 10:03:09 am
Really awesome work. It's one of those ultra-active SFML projects, love it. :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 19, 2015, 10:52:09 am
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
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on October 29, 2015, 04:49:50 pm
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)
(click to show/hide)

(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 !
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Tank on October 31, 2015, 12:54:56 am
Jeez crazy! Nice update :)
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: subconsciousbias on December 02, 2015, 09:58:13 am
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.
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Ruckamongus on December 09, 2015, 07:25:34 am
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? :(
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: subconsciousbias on December 09, 2015, 10:57:13 am
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!
Title: Re: Witch Blast (dungeon crawl shooter)
Post by: Cirrus Minor on February 23, 2016, 05:34:07 pm
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.

Quote from: subconsciousbias
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 ;)