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General => SFML projects => Topic started by: eXpl0it3r on January 05, 2015, 08:54:59 pm

Title: Screenshot Thread
Post by: eXpl0it3r on January 05, 2015, 08:54:59 pm
As suggested by some of the community members, here's a thread dedicated to screenshots or similar of you work in progress which currently doesn't deserve its own thread.

To keep things clean this thread will be moderated with the following rules:

Tip: You can use [img width=700]url[/img] to make your image fit to the forum's default theme width.

:)
Title: Re: Screenshot Thread
Post by: G. on January 05, 2015, 09:09:47 pm
(http://i.imgur.com/WCNb9fm.png)

Here's a screenshot of an unpolished clone of Final Fantasy Theatrhythm. :-\
Not sure if I'll ever complete it, making an editor for track creation is not fun.  ;)
Title: Re: Screenshot Thread
Post by: Jesper Juhl on January 05, 2015, 10:28:37 pm
A screenshot of my current work-in-progress (very early and with ugly programmer graphics). A little arcade/puzzle thing that I'm calling "Roller Cube".
(http://i.imgur.com/OE19D5P.png)
Title: Re: Screenshot Thread
Post by: AlejandroCoria on January 05, 2015, 10:56:28 pm
Here is the 2D game I'm doing.

(click to show/hide)

This is the map editor (will also have a tileset editor).

(click to show/hide)

I use SFML 2.1 (for now), Box2D 2.3, C++03 (without Boost), Visual C++ 2008 Express Edition on Windows XP SP3 on a monitor 17" (1024 x 768). Yes, I'm a masochist, a poor masochist :P

(click to show/hide)
Title: Re: Screenshot Thread
Post by: AlexxanderX on January 06, 2015, 03:45:07 pm
My under working GUI:
(http://i.imgur.com/9eJbR52.png)
Title: Re: Screenshot Thread
Post by: AFS on January 14, 2015, 04:32:42 am
I thought this topic was going to be more popular  ???

Anyway, I'm working on a little open-world shooter, and I'm keeping the graphics very basic. Here's a little screenie, with the blue thing representing the player character.

(http://i.imgur.com/YYhGqXO.png)
Title: Re: Screenshot Thread
Post by: AlexAUT on January 14, 2015, 01:12:22 pm
Tilemap Editor for the sequel of Kroniax  ;)

A very early state:
(http://i.imgur.com/vzdJch5.png)

The image is only for testing (not my work)
Obviously the gui is made with SFGUI  ;D


AlexAUT
Title: Re: Screenshot Thread
Post by: eXpl0it3r on January 15, 2015, 04:45:44 pm
A little project I long wanted to port to SFML, but converting a 10k lines code base from 1999 that I didn't write into something usable is not that easy, especially since some stuff isn't really supported anymore by Windows.

Step by step I'm getting there and just now I've thrown out the custom window creation code as well as DirectInput and replaced it with SFML sf::Window and sf::Mouse & sf::Keyboard.
The rendering is still using DirectDraw, but it seems to work quite well. ;D

(https://i.imgur.com/7Uqg4Oi.png)

You can follow the development on GitHub (https://github.com/eXpl0it3r/Schiffbruch/) and a playable versions can be found under releases (https://github.com/eXpl0it3r/Schiffbruch/releases/).
Title: Re: Screenshot Thread
Post by: BlueCobold on January 15, 2015, 06:57:59 pm
Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".
(http://www.ricketyracquet.de/img/content/screenshot-06.jpg)
Title: Re: Screenshot Thread
Post by: Hapax on January 16, 2015, 01:46:43 am
This was one of my very first programs (late January 2014) back when I had no idea what an std::vector was and I was using an SFML that I tried to build myself (which failed badly and ended up having no debug libraries and other problems).
Oh, and yes, I learnt c++ and SFML at the same time :P

All of these sprites were animating from a sprite sheet at different frame rates, the red ball and the Manic Miner sprites were circling (technically, ellipsing), the Smurf could be moved using the mouse, and the runner on the right could be moved using the arrow keys.
(http://i.imgur.com/zrTrJjQ.jpg)

The program was one file, 400 lines long - half of which are in the window loop. It also used #define for global constants.
Programming style/techniques aside, I believe that this program is the one that made me get a basic grip of SFML. Enough to use it anyway ;D
Title: Re: Screenshot Thread
Post by: Mörkö on January 16, 2015, 11:05:42 pm
Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".

Did you come up with that visual style yourself? I absolutely love it.
Title: Re: Screenshot Thread
Post by: BruceJohnJennerLawso on January 17, 2015, 12:54:00 am
My current project, creating a 2d space simulator engine in C++ using SFML:

(http://i.imgur.com/289CWT5.png)

Think Kerbal Space Program and Lunar Lander fused together.
Title: Re: Screenshot Thread
Post by: fallahn on January 17, 2015, 12:55:24 am
(http://djfallen.com/images/crush01.png)

CRUSH!

A competitive 2 player puzzle / platformer, where the only weapon you have is crushing opponents between or under boxes - but you have to be careful to not CRUSH yourself :)

EDIT
To prevent cluttering this thread, I'll update here: For those interested (Thanks! :) ) there is a YouTube playlist here (https://www.youtube.com/playlist?list=PL4-TasR6jHx5ruSNQ0p9bwXTlnAmjZf11) which I update occasionally with progress, and I plan to open source this when I'm at a point where I'm happy with it, when I'll also start a topic in the projects forum (I'm only about 8 weeks in though so I don't know when that'll be).
Title: Re: Screenshot Thread
Post by: BlueCobold on January 17, 2015, 08:59:33 am
Not the most recent screenshot, but until I'll officially open a topic here, it will do. The game is named "Rickety Racquet".

Did you come up with that visual style yourself? I absolutely love it.
Yes. Thank you. :)

@fallahn: Looks pretty neat.
Title: Re: Screenshot Thread
Post by: Hapax on January 17, 2015, 07:57:16 pm
(click to show/hide)
This looks really nice. It should have its own thread; I think people would like to know a bit more about it.
Title: Re: Screenshot Thread
Post by: Gamachara on January 23, 2015, 07:55:44 am
(http://4.bp.blogspot.com/-qG5MITTFwZM/U-umEC-hIoI/AAAAAAAAAFM/yJiAQh-BoGI/s1600/shootinggif.gif)

(https://lh3.googleusercontent.com/-h8o79SEB6Oo/VMHvPNlGV-I/AAAAAAAAAIc/hcorsEQQSO4/w359-h269-no/shootinggif.gif)

Here's what I've got experimenting on making a primitive Megaman-like platformer. MAJOR thanks to fallahn for the tmx loader. It made things much easier.

The second shows a zoom for a little (stupidly simple) 2.5d perspective that I want to explore a little more in combination with lighting.

I'm scrapping this and starting over (for the third time now) but that's generally how I learn. I'm a total novice at C++ and SFML but when I feel a little more confident in my code I'll throw up a github page.
Title: Re: Screenshot Thread
Post by: Hapax on January 23, 2015, 02:27:11 pm
Gamachara, I like it; looks like it has potential :)
Title: Re: Screenshot Thread
Post by: fallahn on January 23, 2015, 04:33:47 pm
I love the 2.5D look - simple but effective :)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on January 24, 2015, 01:41:46 am
Little something I've been working on with SFML and SFGUI. My personal favorite part is, that it's a single executable including the icon and logo and after packing with UPX is only 1.36 MiB in size. :)

(http://i.imgur.com/O2x9HUz.png)
Title: Re: Screenshot Thread
Post by: Hiura on January 27, 2015, 09:09:24 pm
Always nice to see all those projects going on. Now, my turn!

It has been quite some time since my last "publication" (http://en.sfml-dev.org/forums/index.php?topic=12138.0) around here. Today I'm showing the sequel: instead of a simulation of mice and scorpions it's about ants and termites in a toric world.

Here are a few screenshots (click to zoom):

(https://gqkzpw.bn1303.livefilestore.com/y2pDsZ9J4KA5OVWqtwW2AdNyNjZrVzQRjDILriK_NmMlfXtAzqvAoI_v3fbdvIxBvM3zHBdw4lZ5r9idnQngGuKA1exhrRt0FhZ0zVpCEhSzo5b3a2rSXa3kXAg-6PKHmtonbnNWD_Xfud38eD7yRK_Yg/2.png?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pDsZ9J4KA5OVWqtwW2AdNyNjZrVzQRjDILriK_NmMlfXtAzqvAoI_v3fbdvIxBvM3zHBdw4lZ5r9idnQngGuKA1exhrRt0FhZ0zVpCEhSzo5b3a2rSXa3kXAg-6PKHmtonbnNWD_Xfud38eD7yRK_Yg/2.png?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pAN1YWfa-wqZDjsMqrWCLY9DsAI_SaE352k8A9MG7psVT0NXrCAAPVK0vB69QtMrO4CyqxBswHCNavrNk2Opu6_zaelugH3REEHRqzo2SencQuWlsl9v3-goehGQ9zVMhI_ivsO9U2lWY_GnbFs4YEg/6.png?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pAN1YWfa-wqZDjsMqrWCLY9DsAI_SaE352k8A9MG7psVT0NXrCAAPVK0vB69QtMrO4CyqxBswHCNavrNk2Opu6_zaelugH3REEHRqzo2SencQuWlsl9v3-goehGQ9zVMhI_ivsO9U2lWY_GnbFs4YEg/6.png?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pGcSav8PesGVWLPSZmsd5P78Ob-M87qzhiEv4e8P9M3eIHaqP-5DduLvXtnzwV-zEum77IRQ4pJbpeqy0yEz5QxypjDdjb67fI5flDGH0n3_otA6BjEJlbLQy0M2MT_YJZ-iAuaNb-DVvnWVy030LMg/1.png?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pGcSav8PesGVWLPSZmsd5P78Ob-M87qzhiEv4e8P9M3eIHaqP-5DduLvXtnzwV-zEum77IRQ4pJbpeqy0yEz5QxypjDdjb67fI5flDGH0n3_otA6BjEJlbLQy0M2MT_YJZ-iAuaNb-DVvnWVy030LMg/1.png?psid=1)

The first one is without debug information. If you look closely you can see the anthills with their ants soldier (in red) and ant workers (in black) that follow the pheromones to bring back food to its anthill, but also the termites that will kill the ants.

The next two images shows more debug information, such as the "HP" (red), anthill id (pink), the amount of food transported (black), the field of "view" (blue) for pheromones (green) and the direction of each animal.

And here is a short gif showing everything in action:

(https://gqkzpw.bn1303.livefilestore.com/y2pLuHrKqKJpL5LcR96jfmADgndDEMzRTL_IK67i93xTwebbmaOTq8ZuB88ly9Pax73bvCzzDtuSyfvYnGJ_u8-KpuYHTu02GUag3v5h1gJtdBtOeKJ9qtN758CjPcXDjgdNiaZa7IQ5yM1jeNXHnIY5w/3.gif?psid=1) (https://gqkzpw.bn1303.livefilestore.com/y2pLuHrKqKJpL5LcR96jfmADgndDEMzRTL_IK67i93xTwebbmaOTq8ZuB88ly9Pax73bvCzzDtuSyfvYnGJ_u8-KpuYHTu02GUag3v5h1gJtdBtOeKJ9qtN758CjPcXDjgdNiaZa7IQ5yM1jeNXHnIY5w/3.gif?psid=1)

One of the most challenging part of the project was the implementation of the ant AI and how they move. It was the first time I used std::piecewise_linear_distribution and I hope it was the last time!  ::)

Next semester, SFML will again be used for the C++ introductory course in Life Science School at EPFL. But this time we will use SFGUI to be able to customise in live the simulation settings (time speed, animals' speed, and many many more). We will also have some (very basic) population graphs. I hope the students will have as much fun as I did while coding those projects!
Title: Re: Screenshot Thread
Post by: Ztormi on February 04, 2015, 09:11:45 am
I've been looking forward to making my own version of legendary Steel Panthers games. It's a series of tactical turn based hex strategy games or even combat simulations, most of them taking place in WW2. The series is pretty much forgotten and there are some parts of the game that haven't aged particularly well in my opinion. Since noone else is doing it, I decided to start working on spiritual successor myself. Obviously this is in very early stage of development, but I'm quite happy with the terrain renderer I've been working on so far. Bump maps and shadows are created with shaders and they require a bit of adjustments. The project is using .NET bindings, no other libraries except Newton-King's JSON parser.

(https://dl.dropboxusercontent.com/u/4518195/SP/test.png)

Title: Re: Screenshot Thread
Post by: zmertens on February 08, 2015, 08:03:05 am
This is my "Escape From Fog" game. I have a dedicated project thread here (http://en.sfml-dev.org/forums/index.php?topic=16945.0). I finally got the lighting with attenuation working (before the entire maze was illuminated which didn't look right), and there should be a hint of fog (linear fog formula).

(http://i.imgur.com/Xw5qNqr.png)
Title: Re: Screenshot Thread
Post by: JuDelCo on February 08, 2015, 01:58:17 pm
(https://i.imgur.com/L3bdujS.png)

This is the most dirty and boring screenshot ever, I know, but for me is a win. I got SFML + OpenGL 3.3 in core profile working and now i'm learning openGL from bottom to make some games....... someday..... i hope .....  ::)
Title: Re: Screenshot Thread
Post by: Pridexs on February 10, 2015, 09:57:14 pm
This is my second game.
I made this in a few days after buying the SFML Game Development Book (I had no Idea how to code a game in a organized way and that helped a lot) and I wanted to do something different from the book while I read all that. So I'm making this simple platformer, using Box2D and tmxloader (I made a simple Lua parser for Tiled, but I abandoned it when I discovered that)

(http://i.imgur.com/FOvhHxb.gif)
Tiled edtior:
(click to show/hide)
Credits to Kenney for the amazing sprites
Title: Re: Screenshot Thread
Post by: Haikarainen on February 14, 2015, 01:24:23 pm
Game called Critters. Just set up a development log here: http://en.sfml-dev.org/forums/index.php?topic=17502.0

(http://www.fredrikhaikarainen.se/wp-content/uploads/2015/02/007-Today.png) (http://www.fredrikhaikarainen.se/wp-content/uploads/2015/02/007-Today.png)
Title: Re: Screenshot Thread
Post by: AlexAUT on February 19, 2015, 07:14:48 pm
Kroniax3D work in progress, currently working on the rendering (specularity/bump mapping, lights are working. Currently working on displacement maps and deffered rendering  :D)

A little teaser of the current state:

http://www.youtube.com/watch?v=HbTqZE9bSjY



AlexAUT
Title: AW: Screenshot Thread
Post by: eXpl0it3r on February 19, 2015, 09:49:50 pm
Hmmm this looks familiar... :P
It's really great!
Title: Re: Screenshot Thread
Post by: FRex on February 22, 2015, 05:37:09 am
(http://i59.tinypic.com/wv1zmh.jpg)
*inspired by/clone of GemCraft chapter 0, the best TD I ever played.
Title: Re: Screenshot Thread
Post by: MrMuffins on February 25, 2015, 05:54:15 pm
(http://i.imgur.com/wY9PXhm.jpg)
Into the fray with sfml 2

(http://i.imgur.com/XOELshD.jpg)
My own gui and editor. Slightly maybe perhaps inspired by sfgui. And openRA
Title: Re: Screenshot Thread
Post by: Elias Daler on March 08, 2015, 07:00:46 pm
Re:Creation. Zelda-inspired action rpg where you play as undead knight who can turn into a ghost and turn into people he kills.
I'll create a thread about it someday but here are some screenshots for now.
(http://i.imgur.com/6WLISme.png)
(http://i.imgur.com/d4idcOA.png)
Title: Re: Screenshot Thread
Post by: JuDelCo on March 08, 2015, 07:45:08 pm
Sooo the white triangle has turned into this (RIGHT image)....

I'm learning slowly, but without stop   :P

(http://i.imgur.com/CH37idD.png)


Note how unity loads/render (wrong way?) the model BUT with flipped X axis, I put the unity/blender screenshot only for comment that... because is weird  :o ???
Title: Re: Screenshot Thread
Post by: FRex on March 08, 2015, 09:24:15 pm
Maybe it has to do with the fact Y is up in Unity but not in Blender (or so it seems from the screen).
Title: Re: Screenshot Thread
Post by: JuDelCo on March 08, 2015, 09:29:55 pm
Maybe it has to do with the fact Y is up in Unity but not in Blender (or so it seems from the screen).

Yes, Blender use right handed axis and Unity left handed axis (like my code), but I load the models without flip the X axis xD

I'll leave the discussion here, I dont want to add more offtopic in a screenshot thread xD
Title: Re: Screenshot Thread
Post by: FRex on March 08, 2015, 09:58:04 pm
Is still a funny screen for joke purposes, like: breaking news: SFML beats Unity in model loading! (SFML has correct duck and Unity has a duck with ass to the viewer).
Title: Re: Screenshot Thread
Post by: Elias Daler on March 11, 2015, 09:31:58 pm
(http://i.imgur.com/3e1dVfW.png)
Drawing stuff.
Title: Re: Screenshot Thread
Post by: Jesper Juhl on March 11, 2015, 11:08:37 pm
Drawing stuff.
"stuff" looks nice ;-)
Title: Re: Screenshot Thread
Post by: Elias Daler on March 12, 2015, 07:38:44 am
Drawing stuff.
"stuff" looks nice ;-)

thanks a lot :)
Title: Re: Screenshot Thread
Post by: Sub on March 12, 2015, 11:41:37 pm
Woah, that looks really nice Elias.  Post some more!
Title: Re: Screenshot Thread
Post by: Elias Daler on March 13, 2015, 10:42:06 am
Woah, that looks really nice Elias.  Post some more!

Thanks a lot! I'm planning to create dev log thread there very soon. I'll be posting a lot of screenshots and gifs there. For now you can look for more info and screenshots there: https://eliasdaler.wordpress.com/2014/10/19/recreation-info-press-kit/
Title: Re: Screenshot Thread
Post by: HooToo on March 13, 2015, 06:33:14 pm
Here's the environment for my current profect using sfml.
Except for textures (river ground, rocks...) everything is procedurally generated and animated :)
Red and yellow lines are debug drawing, blur is due to jpeg compression :P
(click to show/hide)
Title: Re: Screenshot Thread
Post by: Tank on March 17, 2015, 09:46:07 am
(http://i.imgur.com/czAzz4O.png)
 8)
Title: Re: Screenshot Thread
Post by: Hypnéos on March 20, 2015, 03:35:13 pm
I am working on a clone of KOHCTPYKTOP; simulation is working but I have no clue where to go now.  :-\
(http://i.imgur.com/RMi6TCZ.png)
Title: Re: Screenshot Thread
Post by: JuDelCo on March 20, 2015, 04:35:42 pm
I am working on a clone of KOHCTPYKTOP; simulation is working but I have no clue where to go now.  :-\
(click to show/hide)

Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?
Title: Re: Screenshot Thread
Post by: mazertys17 on March 20, 2015, 05:00:28 pm
(http://img11.hostingpics.net/pics/630043level1Copier.png) (http://www.hostingpics.net/viewer.php?id=630043level1Copier.png)
Title: Re: Screenshot Thread
Post by: Grundkurs on March 21, 2015, 11:44:19 pm
I'm working on a top-down-scrolling-spaceshooter. Here's a screenshot of the WIP of the main menu. When the game is done, i plan to upload everything to a github repository.

(https://farm8.staticflickr.com/7591/16699429620_d39ba3646d_c.jpg)
Title: Re: Screenshot Thread
Post by: Hypnéos on March 27, 2015, 08:02:36 pm
working on saving -> loading; not quite there yet.
(http://i.imgur.com/OU07Py6.png)
Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?
Nice to see someone else is interested in the project  :D
There is not much to say; most of the work has already been done by Zach.
As you can see the grid size can be changed:
I tried to increase it to 200 by 300; it worked, but you can't screenshoot something larger than your screen  : (
As previously mentioned, I'm open to suggestions ;)
Title: Re: Screenshot Thread
Post by: JuDelCo on March 27, 2015, 08:14:36 pm
Well, most is done by Zach, but replicate the same behaviour isnt easy, first the multiple states a cell can be (hard to store in a plain array), and then the simulation itself, with its delays between transistors and so.

I'll be pleased if only you add the grid resize, "puzzles/levels" can be saved to a file to be loaded later and some kind of preconfigured input signal :P

And if you finish all those and you want to do more, maybe add more layers or interconnectivity between "levels" to share the outputs as inputs for the next one. But this is an extra xD

I'll be waiting for a thread, blog or whatever you post here. As I said, I'm most interested in the technnical part xD
Title: Ayy lmao
Post by: killerloader on April 09, 2015, 01:06:32 pm
Some zombie game. *First SFML game*
(http://s8.postimg.org/kjdklanqd/l4zscreeny.png)
Title: Re: Screenshot Thread
Post by: Jesper Juhl on April 09, 2015, 07:54:29 pm
Judging just by that screenshot (which is, arguably), not much to go on, I'd say you have a pretty neat thing going on there. Looking forward to seeing more...
Title: Re: Screenshot Thread
Post by: eigenbom on April 21, 2015, 09:16:55 am
Just been working away on Moonman as is my life :) Saw this thread from chatting to Hiura on twitter. Plenty more screens etc at the mm forum (http://discuss.moonman.io/). Keep up the fun work everyone

(http://discuss.moonman.io/uploads/default/_optimized/2b3/800/013754d6d8_690x452.png)
Title: Re: Screenshot Thread
Post by: Elias Daler on April 22, 2015, 10:00:37 pm
Just been working away on Moonman as is my life :) Saw this thread from chatting to Hiura on twitter. Plenty more screens etc at the mm forum (http://discuss.moonman.io/). Keep up the fun work everyone

(http://discuss.moonman.io/uploads/default/_optimized/2b3/800/013754d6d8_690x452.png)

That looks awesome. What's your twitter?
Title: Re: Screenshot Thread
Post by: dabbertorres on April 22, 2015, 11:47:27 pm
His twitter is: @eigenbom (https://twitter.com/eigenbom).
Title: Re: Screenshot Thread
Post by: Life&Dev Games Australia on April 30, 2015, 07:17:55 am
Screenshots of our game called Luman! :)
Title: Re: Screenshot Thread
Post by: Godsend72 on May 05, 2015, 12:16:19 am
Apple thief is my training game. So far it's pretty stupid.
You can play solo or compete with another player.
You collect apples, there is no end in this game, only fun!

2 persons can play this game on LAN.
I tryed to play it online but it fails.

(http://i62.tinypic.com/1zl38uv.png)

(http://i59.tinypic.com/2wp6j9f.png)
(http://i57.tinypic.com/f24u90.png)
Title: Re: Screenshot Thread
Post by: Fewes on May 05, 2015, 06:32:43 pm
I'm working on a fully dynamic lighting system with the idea of it running without any extra textures such as normal maps and the like. After getting some help hunting down a performance hog I was able to optimize it and now my PC easily handles a ton of lights and sprites all being shaded with smooth framerates.

(http://puu.sh/hCqAP.jpg) (http://puu.sh/hCqA6.jpg)

Currently it's just a test environment so I suppose the next step is start working on an actual game ;D
Title: Re: Screenshot Thread
Post by: Elias Daler on May 06, 2015, 12:19:26 am
It looks really awesome. Great job :)
Title: Re: Screenshot Thread
Post by: Tank on May 06, 2015, 07:39:55 am
Fewes, that's really pretty. How does depth calculation work? Do you set a depth per layer or similar?
Title: Re: Screenshot Thread
Post by: Fewes on May 06, 2015, 11:07:05 am
Thanks guys :D

How does depth calculation work? Do you set a depth per layer or similar?

The way it works currently is I simply draw each sprite I want to have shadows/rim lighting on to a RenderTexture mask with the channels being used for different things. Areas that are not drawn to the mask are considered to be "in the background" and lights can be toggled between being in front or the middle of the two layers which toggles some effects inside the shader. It'd be quite easy to change the setup to write an actual depth buffer with this method which is something I'm planning on doing to see if I can move the shader to work on a more general setup instead of what is basically a 1-bit mask. If I manage to do so then having sprites inherit the depth of the layer they reside in would allow for some pretty cool things like being able to freely adjust the entire layer depth and have (hopefully) shadows and the like be updated in real time.
Title: Re: Screenshot Thread
Post by: Tank on May 06, 2015, 12:31:13 pm
Thanks for the details, sounds nice. :)
Title: Re: Screenshot Thread
Post by: fakepotato on May 11, 2015, 12:49:22 pm
Working on two game "projects" atm
Title: Re: Screenshot Thread
Post by: shadowmouse on May 13, 2015, 05:07:20 pm
Just a screenshot a for a tetris like game I'm making instead of doing GCSE revision. This is zoomed in so that I could check that everything is lined up, but the idea is that each tetrimino is made of four individual blocks that can attach/detach to things individually and have animations that show them doing so (12 sprites per block). When it's finished it will be like tetris but with pieces coming in from the sides towards the centre.
(http://i58.tinypic.com/1z4dd0o.png)
Title: Re: Screenshot Thread
Post by: eggw on May 17, 2015, 12:11:35 am
Here are a couple of screenshots from my current (and first real) project, developed with the ideas and input of a friend. It is a turn-based, military boardgame-style game set in the 18th century that uses modified NATO symbols to represent units. The terrain art is a placeholder and not ours, but will be redone from scratch eventually.

(https://dl.dropboxusercontent.com/u/68463828/Screenshots/test1.PNG)

(https://dl.dropboxusercontent.com/u/68463828/Screenshots/test3.PNG)

Current features include a wide variety of selectable nations and unique units, the ability to save (which allows for hotseat style multiplayer), working melee & ranged combat with rules, and randomly generated terrain (incomplete; needs some more terrain types and actual effects on units).
Title: Re: Screenshot Thread
Post by: Oasiscircle on May 20, 2015, 10:01:23 pm
(http://files.byondhome.com/Oasiscircle/justleavethishere.png)

RPG Strategy game that I've written games similar to in another language.
The game plays like Dr. Robotniks Mean Bean Machine or Puyo Puyo if you've played either of those games.
First game written in SFML, but definitely not my first game ever written.  Majority of the pixel art is my own, a few things there are placeholders because I'm terrible at faces.
Title: Re: Screenshot Thread
Post by: Tank on May 21, 2015, 09:22:52 am
NICE! That looks crisp!
Title: Re: Screenshot Thread
Post by: Oasiscircle on May 22, 2015, 03:13:50 am
Thanks Tank, I'll hopefully be making an actual post about it in this forum once I get something that works a lot more than the current version does.
Title: Re: Screenshot Thread
Post by: Ztormi on June 04, 2015, 11:00:55 pm
I got really tired of texture transitions in grid based games so I tried out something completely different.
I render the original hexgrid with multiple render passes, each time I'm using different shader.

1. Render hexgrid to rendertexture, each color represents it's own terrain.
2. Render with shader that combines noisemap with current rendertarget to create irregularity. Each fragment I'm trying to find nearest "coastline" from area of N pixels. This way I can control that noise isn't rendered too far from coastline. Fragments with alpha 0 are water.
3. I blur the rendertarget so I can make smooth transitions between different textures.
4. I apply the textures, each texture has it's own basecolor. To determine transitions between 2 textures I compare fragment's color to each basecolor and select two whose color is closest to the fragment's color. I mix these 2 together and finally, since alpha channel represents water I know that fragments with alpha > 0 and < 1 are coastlines.

Most of the techniques can be found online it's just the matter of combining shaders this way.

Here's a pic of the process:
(https://dl.dropboxusercontent.com/u/4518195/rendaus.png)
Title: Re: Screenshot Thread
Post by: Nexus on June 05, 2015, 12:21:38 am
Really cool idea, and the resulting island looks great! 8)

(The transition between the two land textures could be made a bit smoother, but I assume your point was to show the coastline :))
Title: Re: Screenshot Thread
Post by: Ztormi on June 05, 2015, 07:43:59 pm
(The transition between the two land textures could be made a bit smoother, but I assume your point was to show the coastline :))

Yeah I'll have to figure out something else for ground textures ( probably something including noise (http://simblob.blogspot.fi/2010/01/simple-map-generation.html) )
Title: Re: Screenshot Thread
Post by: Fewes on June 06, 2015, 09:11:12 am
That transition effect looks really cool, awesome how it works without any extra work  ;D

After implementing depth values for sprites I've been experimenting some with a fake 3D perspective effect (and order-independent draw sorting):
(http://puu.sh/iehvs.jpg)

Short video:
http://puu.sh/iehH5.webm

Still needs a bit of work but it's surprisingly stable for how simple it is  :) (just a scale and position offset based on the depth value)
Title: AW: Screenshot Thread
Post by: eXpl0it3r on June 06, 2015, 10:16:07 am
Looks super nice! :)
Title: Re: Screenshot Thread
Post by: Mortal on July 28, 2015, 05:10:03 am
here, Tic Tac Toe with some lights  :P
(http://)
Title: Re: Screenshot Thread
Post by: Brax on July 28, 2015, 05:49:54 pm
My simplistic shooter game. Pew pew pew... :P

Title: Re: Screenshot Thread
Post by: Hapax on July 29, 2015, 03:12:07 pm
Made a really simple platformer base.

(http://i.imgur.com/OInOvsl.png)
(http://i.imgur.com/grlQLGj.png)

Not sure if I'm going to continue with this. As usual, it was for fun and learning. Learning is fun!
I couldn't even decide if it should be kept as just a simple platformer so implemented ability to shoot anyway ;D

The most pleasing moment of this was adding the ability to draw the map on the fly (the faded red block to the right is the "tile brush" - on the mouse cursor.
Title: Re: Screenshot Thread
Post by: willm127 on August 05, 2015, 03:29:15 am
Just wanted to share Erste and MGS V Clock and MGS V Countdown Timer. More on their project page: http://en.sfml-dev.org/forums/index.php?topic=18746.0 (http://en.sfml-dev.org/forums/index.php?topic=18746.0).

(http://u.jimdo.com/www76/o/s98b728f2389dd93b/img/i1289176b9addf031/1436437453/std/image.png)

(http://u.jimdo.com/www76/o/s98b728f2389dd93b/img/i829b2c7251be9151/1438152456/std/image.png)
Title: Re: Screenshot Thread
Post by: piluve on August 19, 2015, 12:37:48 am
Working on my engine using SFML :D really happy with the result!

(http://i.imgur.com/21eSNr6.png)

I just made a few classes and objects to work with the API (loving it) I will keep adding more stuff!
Title: Re: Screenshot Thread
Post by: silverweed on September 16, 2015, 09:43:57 am
Slowly adding original assets to my game (http://en.sfml-dev.org/forums/index.php?topic=18577.0)...the sidebar still uses assets taken from another game, but almost all the other ones are mine (they're far from excellent, I'm a pixel art uber-beginner  :-[ )
Still, I'm quite liking how's turning out :)

(http://i.imgur.com/FlyZ4gR.png)
Title: Re: Screenshot Thread
Post by: argh on September 20, 2015, 08:23:53 pm
Working on a easy flying & shoot 'em up game. Fly in a loop left or right and blow up the bombs (not sure yet if they will be bombs) before they reach the ground.

This is my first SFML project and also my first game ever.
Anyways, I thought I'd give you a sneak-peak  ::)
I will probably post the game here if it is ready and turns out ok.

(http://www.upload.ee/image/5210371/secondscreen.png)

Still a lot to learn/discover of course, but so far I'm loving the SFML library and what one can do with it.

PS My inspiration is a classic Atari game called Starray (https://www.youtube.com/watch?v=YbQZHq7aMVk).
Title: Re: Screenshot Thread
Post by: Brax on October 24, 2015, 02:36:18 am
More screenshots from my simplistic project.  :D

Basically, I am putting three games (clones of Pong, Asteroids and Breakout/Arkanoid) into one program, with functioning main, choice and options menus, and pause menus during the games.  ;D
So yeah, to me as a programming C++ novice, this is quite a big thing.

The games are far from over, the prototypes are working (except for Arkanoid clone, it is not finished yet, I need to implement more things such as substates, score, etc. and fix collision detection, because the current one is a mess  >:( ), and I will open the thread soon about it with the code. I would like to hear your opinion on it before I progress further. :)
Title: Re: Screenshot Thread
Post by: imekon on November 04, 2015, 01:43:44 pm
(http://i.imgur.com/wo57hlR.png?1)

A screenshot of my SFML+JavaScript+Box2D engine I'm working on.
Title: Re: Screenshot Thread
Post by: Ironbell on November 20, 2015, 07:25:14 pm
Have a glimpse into the project "Cendric", currently under development. Its genre lies somewhere between RPG, platformer and puzzle and the code is completely open source.

(http://i.imgur.com/8oXXcNA.png?1)
Title: Re: Screenshot Thread
Post by: Mortal on November 22, 2015, 04:36:55 am
i would like to share my work progress on race cars project. finally i'm able to draw the road. here the picture of the project:

(http://www.upload.ee/image/5347536/test2.png)
Title: Re: Screenshot Thread
Post by: silverweed on November 22, 2015, 10:23:52 am
Have a glimpse into the project "Cendric", currently under development. Its genre lies somewhere between RPG, platformer and puzzle and the code is completely open source.

(http://i.imgur.com/8oXXcNA.png?1)
Wow, looks really cool! I'm gonna try it, provided I can compile it on Linux  ::)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on November 22, 2015, 12:41:11 pm
i would like to share my work progress on race cars project. finally i'm able to draw the road. here the picture of the project:

(http://www.upload.ee/image/5347536/test2.png)
Hmm... this reminds me quite a bit of my (ugly) road thingy I wrote once. :D

(https://camo.githubusercontent.com/f54facabbd105e5b8aad974dc901667aa945093f/68747470733a2f2f692e696d6775722e636f6d2f336474484d4e6b2e706e67)
Title: Re: Screenshot Thread
Post by: G. on November 22, 2015, 03:29:12 pm
(http://i.imgur.com/kVrTF1g.png)

I had one too  ;D
Title: Re: Screenshot Thread
Post by: Hapax on November 23, 2015, 03:06:03 am
Since we're sharing them...
(http://i.imgur.com/ZTpWEZs.jpg)
 :)
Title: Re: Screenshot Thread
Post by: gamepopper on November 28, 2015, 01:13:02 am
Not much games in SFML but cool little graphic things made in SFML.

First here is some fire, done using my own custom particle effects and an alpha threshold shader.
(http://i.imgur.com/eUgc0VY.gif)

Secondly here is a 3D spinning cube, however this isn't some 3D rendered cube done in OpenGL, this is an actual graphic rendered using SFML Vertex Arrays, along with Vector3fs and some custom 3D math functions.
(http://i.imgur.com/OutxYo4.gif)

It's a bit limited to be fair, as I haven't got depth testing (although I do have back-face culling) nor any matrix transformations for 3D vector classes, so I can only render this head on with an orthographic view, but for being able to render something pseudo 3D without OpenGL or DirectX, I'm pretty happy with this.  ;D
Title: Re: Screenshot Thread
Post by: AFS on December 06, 2015, 07:16:36 pm
I've been working on a top down shooter since August or so, here's a little screenie:

(http://i.imgur.com/6G8dKwh.png)

The code is done, I just need to add content (easier said than done :P).



(http://i.imgur.com/eUgc0VY.gif)

That looks really cool.
Title: Re: Screenshot Thread
Post by: clstl on January 01, 2016, 02:52:26 pm
Well, work in progress. Have to start from scratch, actually.
(http://i.imgur.com/Wr5Z0mz.png)
Title: Re: Screenshot Thread
Post by: AlexxanderX on January 01, 2016, 03:24:00 pm
My new multiplayer board game:
(http://i.imgur.com/n6ZtP2Y.png)
Title: Re: Screenshot Thread
Post by: SpeCter on January 01, 2016, 04:18:27 pm
My new multiplayer board game:
(http://i.imgur.com/n6ZtP2Y.png)

Reminds me of Settlers of Catan(which I did for a school project a long time ago :D)
Title: Re: Screenshot Thread
Post by: AlexxanderX on January 01, 2016, 07:10:47 pm
Reminds me of Settlers of Catan(which I did for a school project a long time ago :D)

Indeed is Settlers of Catan, the new pc version from the company is terrible and I thought it would be a interesting multiplayer project to make. Still need to read about the copyrights about it.
Title: Re: Screenshot Thread
Post by: Fewes on January 10, 2016, 05:17:01 pm
Here's a little polygon slicing system I've been working on. It's capable of slicing any complex polygon without holes and can handle multiple cuts at the same time. It's also generating a 2D mesh for every new shape that's cut off.

(http://puu.sh/mqCX2.jpg)

Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ
Title: Re: Screenshot Thread
Post by: AFS on January 10, 2016, 09:57:43 pm
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ

Holy crap, that is awesome.
Title: Re: Screenshot Thread
Post by: Hapax on January 10, 2016, 10:35:21 pm
Fewes, your polygon slicing looks really impressive. I found the screenshot impressive but the video really shows it off.  8)

It's obvious that your "slicer" creates new topology when slicing. Even, in fact, new vertices at the slicing position. This seems to only be from the object's original vertices though as slicing through a slice seems to only be able to use the existing slice's vertices rather than creating new ones. This can be seen when slicing multiple times and at right angles where the slices that go through the previous ones don't line up as a straight line up as the slice would.

That's just a little thing though and it's pretty cool. I had to mention it because I noticed it; that's all  :P
Title: Re: Screenshot Thread
Post by: Mortal on January 10, 2016, 10:58:55 pm
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ

thats really a cool effect, i will try my chances to make it, pray for me lol
Title: Re: Screenshot Thread
Post by: Elias Daler on January 10, 2016, 11:11:01 pm
Fewes, great job! I'm very impressed. And the slow-mo effect makes it all look even cooler :D
Title: Re: Screenshot Thread
Post by: Brax on January 11, 2016, 01:18:56 am
Here's a video of it in action:
https://www.youtube.com/watch?v=KyH2NCNS3pQ

This is awesome on soo many levels  :o
Title: Re: Screenshot Thread
Post by: Fewes on January 11, 2016, 03:47:36 am
Thanks for the kind words guys, I'm glad you like it!  ;D
Small update as well, I just added vertex coordinates to the OBJ loader (textured meshes ahoy):

(http://puu.sh/mrhIM.jpg)

Short video:
http://dslengine.se/polyslice/images/vertcoords.webm

It's obvious that your "slicer" creates new topology when slicing. Even, in fact, new vertices at the slicing position. This seems to only be from the object's original vertices though as slicing through a slice seems to only be able to use the existing slice's vertices rather than creating new ones. This can be seen when slicing multiple times and at right angles where the slices that go through the previous ones don't line up as a straight line up as the slice would.

A very keen observation, however it is actually caused by something else! The slicing is actually fully dynamic and will create new vertices exactly where the "slice line" provided intersects the mesh but what you are seeing in the video is how the line, or rather I should say lines are constructed from the mouse position.

There are several lines trailing the mouse that go between the current mouse position and the mouse position some frames ago. When slicing the system checks the longest of these lines until it finds one that can perform a cut (at least two intersections points and it did not start from within the mesh) and then performs it.
The angle of these slice lines are compared to the smallest line (going from mouse position this frame to mouse position last frame) every frame and if there's too big a difference (think I have it set to 15° in the video) they are removed.

The higher the angle allowed the easier it is to do long cuts (especially with a mouse) but if the user makes a sharp turn with the cursor bits that are close together are often cut with different lines which becomes noticeable like you managed to spot in the video.  :)
Title: Re: Screenshot Thread
Post by: eggw on January 23, 2016, 05:29:27 am
A lot of things have been added to xviii since last post:

-Units and factions are now fully creatable and extensively customisable via .txt files. Their sprites can also be created as .png files. You can also define bonuses/maluses on certain terrain tiles, for certain units, under certain conditions, etc.

-Visual ranges, as well as dynamic weather changes and time passage (which both affect visual range), with 1 turn representing 15 minutes. Beyond a certain point, units cannot be made out very well and their positions may not be fully accurate. Beyond even that, they are completely undetected.

-Lots of other minor neat things, like engineers being able to construct [destructible] bridges, and other stuff I can't remember. Gameplay is much more tactical and deep than it was.

My biggest regret was not going with ECS from the start. This deep into development, it would be a nightmare to rewrite everything. OOP is sometimes giving me problems, but I work around them as much as I can, and I consider the whole project an ongoing lesson.

We are currently working on a UI update that will make everything far more user-friendly. Menus are being worked on first, then the custom battle interface.

(https://dl.dropboxusercontent.com/u/68463828/xviii/1.PNG)
(https://dl.dropboxusercontent.com/u/68463828/xviii/2.PNG)
(https://dl.dropboxusercontent.com/u/68463828/xviii/pause.PNG)

Title: Re: Screenshot Thread
Post by: FRex on February 07, 2016, 08:42:20 am
I'm quite strongly into YouTube, especially gaming related YouTube and Let's Plays and one YouTuber/Let's Player I used to subscribe to created a game during Global Game Jam 3 years ago called Heart Break: https://www.youtube.com/watch?v=SqGx6LIkFqo
I decided to try and make a similar one (I never played his one, just seen that video).
I'm still not done with points, levels, gameplay and so on but here's a screen of what I have so far:

  (http://imgur.com/mIJo3SHl.png)
 (http://i.imgur.com/mIJo3SH.png)
Title: Re: Screenshot Thread
Post by: Hapax on February 07, 2016, 10:02:24 pm
FRex, looks good. I was interested to see what the original was actually like (and to see what the mechanics are) so I googled "heartbreak android". On its app page, there's a video trailer of the more 'polished' release version. Looks like a good idea. I look forward to seeing what you do with it  :)
Title: Re: Screenshot Thread
Post by: FRex on February 08, 2016, 02:59:20 pm
I didn't know there is android version. I checked and he had a trailer on his channel too but I stopped subscribing before that. :-X And I'll have a non bouncing ball, like the original from the jam had. But I have no idea what controls, progression, levels, ect. were so I'll be doing it all my own way, I already have few ideas. I'll avoid playing the android one until I'm done with my version to not let it influence ideas I had on top of the original video. It's actually better that he went in a different direction from the original game than I had from that early 2013 video of it so it's not like I'm cloning him completely.

  (http://imgur.com/LUFLyDfl.png)
 (http://i.imgur.com/LUFLyDf.png)
Title: Re: Screenshot Thread
Post by: Mortal on February 12, 2016, 01:50:58 pm
simple Wolfenstein 3D game engine. only i have implemented the level and sliding doors

source code: https://github.com/MORTAL2000/Wolfenstein3DClone

http://www.youtube.com/watch?v=TzJMLmHPq_A
Title: Re: Screenshot Thread
Post by: SeriousITGuy on February 19, 2016, 02:04:43 pm
Thumb up for Wolfenstein!  ;)

Just added a debug draw overlay to my simple game framework. Needs some tweakin though to not go out of the view (see right paddle)

(http://i.imgur.com/3YAWhnJ.png)

(and yes I'm still working on a Pong clone, it makes adding features to the framework more simple)
Title: Re: Screenshot Thread
Post by: Hapax on February 19, 2016, 08:38:43 pm
SeriousITGuy, it looks like you're getting distracted from completing your Pong game  :P
Title: Re: Screenshot Thread
Post by: AncientGrief on February 20, 2016, 11:54:38 pm
Thumb up for Wolfenstein!  ;)

Just added a debug draw overlay to my simple game framework. Needs some tweakin though to not go out of the view (see right paddle)

...

(and yes I'm still working on a Pong clone, it makes adding features to the framework more simple)

May I ask how you implement this debug feature? Using preprocessor directives, so this won't affect the final build?! I like the idea!

If you do so, how does your approach look like?

Regards,
AncientGrief
Title: Re: Screenshot Thread
Post by: SeriousITGuy on February 22, 2016, 11:13:11 am
@Hapax: I am well aware of the mantra "Make games, not engines", but as it happens to be, I really like doing the engine / framework stuff  ;D (which also means I am making the most over-engineered Pong clone ever, currently at 46 code files and still not done, whereas my first working Pong clone was done in one code file  ;D )
But the debug draw overlay was really needed to further tweak the physics of the game, and without visual debugging, this is near to impossible.

@AncientGrief:
Yes I implemented that with the pre-processor, working with #ifdef _DEBUG #else #endif constructs. The drawing itself is handled in the base entity class via a split-up draw function. Entity.draw() just calculates the combined transformation and than calls drawCurrent(...) (which is virtual and overridden in derived classes) and if debug draw is enabled it calls drawDebug(...). Not very elegant but working, also this way the whole debug logic is not present in release builds, because it really hurts performance, like cutting framerate to 25% of release performance.

You can see for yourself if you want https://github.com/SeriousITGuy/SFML-Pong (https://github.com/SeriousITGuy/SFML-Pong)
(Entity.cpp and GameWorld.cpp are of special interest for the debug drawing)
Title: Re: Screenshot Thread
Post by: Fewes on February 25, 2016, 04:28:25 pm
Been working on some lighting and effects for my engine recently. Decided to test it out with a foliage scene:

(http://puu.sh/nkYMQ.jpg)
(Click for bigger image) (http://puu.sh/nkYLW.jpg)

Video of it in action. (http://puu.sh/njZD9.webm)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on February 25, 2016, 04:36:31 pm
Nice! :)
Title: Re: Screenshot Thread
Post by: Tukimitzu on February 27, 2016, 04:34:52 am
I'm having more fun than I should implementing this custom formation feature

(http://i.imgur.com/KD00OpR.gif)
Title: Re: Screenshot Thread
Post by: JuDelCo on February 27, 2016, 02:42:50 pm
A mushroom upside-down ? I see
Title: Re: Screenshot Thread
Post by: Hapax on February 27, 2016, 08:49:10 pm
Fewes, that lighting/wind screenshot (and video) looks rather impressive. Nice work  :)
Title: Re: Screenshot Thread
Post by: Elias Daler on February 28, 2016, 08:28:27 am
Fewes, wow, this is pretty good! Can you give us more details about what you did to make it so good? Shaders? Lots of layers?

Once thing I don't like is that trees don't shake like this in real life, they're much more stable. Their branches may be affected by the wind, but the trunk stays still unless the wind is very strong. :D
Title: Re: Screenshot Thread
Post by: Nerevar on February 28, 2016, 09:50:30 am
"Zombie in village" in progress
Title: Re: Screenshot Thread
Post by: JuDelCo on February 28, 2016, 11:43:26 am
Lovely billboards, you're using sfml to create the openGL context and the HUD isn't ?
Title: Re: Screenshot Thread
Post by: Nerevar on February 28, 2016, 12:30:31 pm
Yes,it is
Title: Re: Screenshot Thread
Post by: Fewes on March 11, 2016, 09:37:02 am
Fewes, wow, this is pretty good! Can you give us more details about what you did to make it so good? Shaders? Lots of layers?

Glad you like it! Really at the center of the renderer is the z info each object writes to a RenderTexture (which is also used for view transformation). There's several other buffers containing info used for the lighting as well as about 30 shaders doing various things; some small and some big.  :)

Here's a small breakdown of the buffers (just recently added normal mapped lighting):

Final scene:
(http://puu.sh/nCvRg.jpg)
Click for bigger image (http://puu.sh/nCvRc.jpg)

Lighting:
(http://puu.sh/nCvRr.jpg)
Click for bigger image (http://puu.sh/nCvRm.jpg)

Buffers (albedo, normals, depth, specular mask, gloss mask):
(http://puu.sh/nCvRz.jpg)
Title: Re: Screenshot Thread
Post by: Ztormi on March 11, 2016, 01:57:02 pm
Here's a small breakdown of the buffers (just recently added normal mapped lighting):

Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.
Title: Re: Screenshot Thread
Post by: Fewes on March 11, 2016, 02:06:39 pm
Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.

Thanks! They are actually created by baking 3D models down to textures:

(http://puu.sh/nCFSi.jpg)
Title: Re: Screenshot Thread
Post by: fallahn on March 19, 2016, 06:34:36 pm
(http://djfallen.com/images/spin04.png)

A little I8080 based arcade emulator I've been working on, using SFML for rending / input / audio :)
Title: Re: Screenshot Thread
Post by: bitano on March 24, 2016, 09:49:52 pm
Still lacking some gameplay screenshot(s) - because i only started 1 week ago lol - here's at least a piece of a choice scene in the game. It's somewhat unpolished, but it demonstrates the art style i want to use in the game:

(http://sitegrid.nl/coop/choose.png)

Be gentle please! :D
Title: AW: Screenshot Thread
Post by: eXpl0it3r on March 25, 2016, 02:06:30 pm
Looks quite interesting. :)
Title: Re: Screenshot Thread
Post by: Mortal on March 25, 2016, 03:18:07 pm
bitano
it looks amazing, i like cartoon-like graphics, it gives some fun to the game itself
Title: Re: Screenshot Thread
Post by: Fewes on March 28, 2016, 07:26:26 pm
I gave creating a velocity buffer / motion blur shader a go.

Video of it in action (https://www.youtube.com/watch?v=twcH4i5c1kQ)

(http://puu.sh/nX7KB.gif)
Title: Re: Screenshot Thread
Post by: Laurent on March 28, 2016, 07:39:31 pm
Quote
I gave creating a velocity buffer / motion blur shader a go.
Very good stuff as usual ;) Don't you think your project would deserve its own thread?
Title: Re: Screenshot Thread
Post by: Fewes on March 28, 2016, 08:58:16 pm
Very good stuff as usual ;) Don't you think your project would deserve its own thread?

Thanks! I considered making a thread a while ago but figured I should get further along before I did. I'll take your post as a sign I've gotten far enough to make one now  ;)
Title: Re: Screenshot Thread
Post by: bitano on March 30, 2016, 12:43:50 pm
Thanks! I considered making a thread a while ago but figured I should get further along before I did. I'll take your post as a sign I've gotten far enough to make one now  ;)
Quoting for some extra emphasis! Clearly you do need your own project thread :D
GoGoGo!
Title: Re: Screenshot Thread
Post by: eXpl0it3r on April 20, 2016, 07:15:32 pm
I found some audio sample and thought that would totally fit an SFML Intro, so I quickly edited something together. ;D

http://www.youtube.com/watch?v=1y1W1_O0PR0
Title: Re: Screenshot Thread
Post by: Mortal on April 20, 2016, 10:08:02 pm
that was powerful and aggressive intro. it gives intuition that don't mess with SFML when it is Simple and Fast Multimedia Library  8)
Title: Re: Screenshot Thread
Post by: Jesper Juhl on April 20, 2016, 10:19:47 pm
Nice. I liked it :-)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on April 20, 2016, 10:38:53 pm
that was powerful and aggressive intro. it gives intuition that don't mess with SFML when it is Simple and Fast Multimedia Library  8)
Haha :D

Nice. I liked it :-)
Thanks ;)
Title: Re: Screenshot Thread
Post by: achpile on April 27, 2016, 08:58:13 pm
Wanted to make a grass... A good grass. Awesome grass. And it's almost done. Class for grass blade... Each has own "bones", color, angle... And here it is. And with animation it looks much greater
Title: Re: Screenshot Thread
Post by: eXpl0it3r on April 27, 2016, 09:08:42 pm
Looks nice! Now we just need a GIF of it moving! :)
Title: Re: Screenshot Thread
Post by: Hapax on April 28, 2016, 12:43:39 am
I found some audio sample and thought that would totally fit an SFML Intro, so I quickly edited something together. ;D
(click to show/hide)
I quite like this. It reminds me of the Dolby stuff you see/hear at cinemas!

The letters seem a little too spaced; it makes them look thinner and weaker. I think they should be closer or larger so that the gap is more like the logo.
One extra flourish would be some camera shake when the logo lands  ;)

Did you do this animation with SFML or an animation/video editor?
Title: AW: Re: Screenshot Thread
Post by: eXpl0it3r on April 28, 2016, 01:30:15 am
The letters seem a little too spaced; it makes them look thinner and weaker. I think they should be closer or larger so that the gap is more like the logo.
One extra flourish would be some camera shake when the logo lands  ;)
Good ideas! ;)

Did you do this animation with SFML or an animation/video editor?
Thought about it at first, but it would have been too much work (I think). I used Hitfilm 3 Express.
Title: Re: Screenshot Thread
Post by: achpile on April 28, 2016, 03:32:18 pm
Looks nice! Now we just need a GIF of it moving! :)

I think video will be better  :) But watch at 720p60fps  ;)

http://www.youtube.com/watch?v=yt7lRVpkFBU
Title: Re: Screenshot Thread
Post by: Brax on April 28, 2016, 03:55:47 pm
Awesome :)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on April 28, 2016, 04:43:47 pm
Cool! :)
Title: Re: Screenshot Thread
Post by: achpile on April 28, 2016, 05:29:44 pm
And here's some tower defense  :) One of the things I will never finish
http://www.youtube.com/watch?v=ULbNTOYImJk
Title: Re: Screenshot Thread
Post by: Hapax on April 29, 2016, 12:17:52 am
The grass looks really nice!
You just need to make a loopable and tilable version  ;)

The tower defence looks pretty impressive too. Go finish it  :P
Title: Re: AW: Re: Screenshot Thread
Post by: Hapax on April 30, 2016, 12:18:59 am
Did you do this animation with SFML or an animation/video editor?
Thought about it at first, but it would have been too much work (I think). I used Hitfilm 3 Express.
I decided that it's a simple enough animation to recreate using SFML so I went ahead and coded it!
Code here:
https://github.com/Hapaxia/SfmlLogoAnimation
Video:
http://www.youtube.com/watch?v=vp1TMtuBlcA

Note that I just used the largest SFML logo for the texture; it could use a better resolution image for the texture, which is easily attainable from the SVG version. The code will probably need slight tweaking though.
Title: Re: Screenshot Thread
Post by: eXpl0it3r on April 30, 2016, 10:48:21 am
Cool! :)

Might look into it a bit more and maybe use for some of my possible future game. ;D
Title: Re: Screenshot Thread
Post by: FRex on May 03, 2016, 12:25:46 am
Here's a very very early screenshot but I'm not saying what this game is about yet... :P
(http://i.imgur.com/QSX0aKX.png)
Title: Re: Screenshot Thread
Post by: Noirad on May 19, 2016, 06:45:44 am
Been working on this RPG/Robotron-esque hybrid.

(https://dl.dropboxusercontent.com/u/82139804/battl2.gif)

(https://dl.dropboxusercontent.com/u/82139804/soulbaby_2.gif)

(https://dl.dropboxusercontent.com/u/82139804/why.gif)
Title: Re: Screenshot Thread
Post by: scellow on May 21, 2016, 12:59:44 am
I'm rewriting the MMO Realm of the Mad God using SFML (C#) from scratch

I was first using MonoGame, but i wasn't really happy with the framework, i always loved how SFML was designed, but i was not enough experienced to be productive with it (that's why i first picked MonoGame), few month later, i learnt lot of things and i decided to switch from MonoGame to SFML, and as a surprise memory usage dropped by 50% :D


(http://i.imgur.com/CUOz1sj.png)

(http://i.imgur.com/GC8soVt.png)

(http://i.imgur.com/BoCcgof.png)

The client connects to official servers

I decided to start this project as a learning purpose and i plan to use this client for my own game (with different assets of course)

The client is fully working, i handle all the original packets, projectiles, gameobjects, collisions, stats modifiers, damage, etc..

The only missing thing is the UI..

EDIT:
Oops, looks like i forgot to reimplement the shadows when i did the framework switch :p
Title: Re: Screenshot Thread
Post by: eXpl0it3r on May 21, 2016, 01:10:24 am
I don't know that game, but it's definitely cool to see such a project! :)
Title: Re: Screenshot Thread
Post by: Tank on May 27, 2016, 12:32:07 pm
Seems like you really learned tons of things, as re-implementing an MMO client is surely no simple task. :)
Title: Re: Screenshot Thread
Post by: AFS on June 02, 2016, 03:04:59 am
Been working on this RPG/Robotron-esque hybrid.

(click to show/hide)

I love this!
Title: Re: Screenshot Thread
Post by: Ungod on June 07, 2016, 09:17:57 am
@ scellow
So you are the dev of realm of the mad king? Nice too meet you here. :D

I played it some time ago (is it still free of steam?) and thought it was a funny little game.
Title: Re: Screenshot Thread
Post by: achpile on June 08, 2016, 09:29:37 pm
Working on retro-styled platformer. Made this scatch for 5 days and I hope the project will be finished some day  ;) For now it's very similar to "You have to win the game", but it's only for now. Some time later I'll create a topic in Projects subforum, but for now it's too early  :D

http://www.youtube.com/watch?v=1WR0fCYJQlI
Title: Re: Screenshot Thread
Post by: scellow on June 09, 2016, 01:05:43 pm
@ scellow
So you are the dev of realm of the mad king? Nice too meet you here. :D

I played it some time ago (is it still free of steam?) and thought it was a funny little game.

Hey, nooo i'm not ahaha

I'm just a fan of the game :p, i'm doing this for learning purpose
Title: Re: Screenshot Thread
Post by: Recoil on June 10, 2016, 03:43:40 am
That looks great!  ;D
Title: Re: Screenshot Thread
Post by: Tank on June 10, 2016, 08:10:03 am
@achpile: Awesome progress for 5 days. :)
Title: Re: Screenshot Thread
Post by: achpile on June 10, 2016, 09:19:23 am
@achpile: Awesome progress for 5 days. :)

Thanks, @Tank! Well, I just took a lot of code from my past projects  ;D
Title: Re: Screenshot Thread
Post by: Hapax on June 10, 2016, 07:55:05 pm
@achpile, that's pretty good and has a relatively accurate retro feel! It's cute; I love it!
Title: Re: Screenshot Thread
Post by: fallahn on June 21, 2016, 10:55:14 pm
I've been sitting on this for a while as my artist has gone AWOL

http://www.youtube.com/watch?v=pPLIovbG-vE

The game itself is pretty complete though - source is here (https://github.com/fallahn/LunarMooner).
Title: Re: Screenshot Thread
Post by: Hapax on June 22, 2016, 12:44:32 am
@fallahn looks like a fun concept. I'd suggest subtracting points for getting colonists killed though (by the ship exploding with them on board) unless they would be considered dead anyway if you don't extract them within the time limit.
Title: Re: Screenshot Thread
Post by: Mortal on July 07, 2016, 12:28:16 pm
i have made simple tool for testing path-finder's Algorithms, it is very basic editor and easy to use!

http://www.youtube.com/watch?v=nMyt0XyrSzU

source code is available in github (https://github.com/MORTAL2000/Path-Finder-Algorithm)
Title: Re: Screenshot Thread
Post by: GameBear on July 08, 2016, 11:27:03 am
Hey nice thread... I think ill post a bit here..

So, im new to sfml (and simi new to c++)  got a book on it and started working. but as all eger people, i also experiment.

this is so simple that i do not think it deserves its own thread... yet.... but here it is.

1D war - inspired by "Making games with Ben" on youtube.

(http://i.imgur.com/5PVU6iP.png)

(http://i.imgur.com/98gSwje.png)

(http://i.imgur.com/9qexdDa.gif)


I plan to make this a fully functional game as a learning experience on my road to my goal/s :)
Title: Re: Screenshot Thread
Post by: Ironbell on July 11, 2016, 01:58:37 am
I'm working on a new level for Cendric and thought I could share it here  ;D
Who can spot the important books in the library? (view original size)  :P

(http://i.imgur.com/tcmedP1.png)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on July 11, 2016, 09:40:15 am
Hehe :)

(click to show/hide)
Title: Re: Screenshot Thread
Post by: Mortal on July 20, 2016, 03:15:51 am
i've converted my little tool to test it with isometric grid. but unfortunately, it seems very slow with large grid-size.

anyway, here the demo:
http://www.youtube.com/watch?v=Uhf6ZVAYyY8
Title: Re: Screenshot Thread
Post by: PyroNyzen on July 25, 2016, 05:56:19 pm
working on saving -> loading; not quite there yet.
(http://i.imgur.com/OU07Py6.png)
Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?
Nice to see someone else is interested in the project  :D
There is not much to say; most of the work has already been done by Zach.
As you can see the grid size can be changed:
I tried to increase it to 200 by 300; it worked, but you can't screenshoot something larger than your screen  : (
As previously mentioned, I'm open to suggestions ;)


I stumbled upon this screenshot, and I've been looking to extend my designs to a larger simulation field (i managed to fit an extra bit into the 8BITSRAM level in KOHCTPYKTOP) Would you still have a copy of this program and/or it's source code?
Title: Re: Screenshot Thread
Post by: JuDelCo on July 25, 2016, 06:14:26 pm
And i'm still interested, yes  :P
Title: Re: Screenshot Thread
Post by: GameBear on July 26, 2016, 12:57:04 am
@Mortal, that looks awesome from my point of view, but really sad it slows down, do you know where the power drain is hiding?


and a little screenshot from my own game project- taken a good deal of work to get here...
(http://i.imgur.com/kKeihuX.png)
Title: Re: Screenshot Thread
Post by: Leinnan on August 12, 2016, 12:34:18 am
Things going slower than expected, but still going forward with Blobby Volley clone:
https://vid.me/865Z
(http://i.imgur.com/2j3URjv.png)

Edit@ Repo: https://github.com/Leinnan/VolleySFML/
Title: Re: Screenshot Thread
Post by: Raincode on September 25, 2016, 10:22:34 pm
Hi,

I worked very hard to achieve this death "animation" effect, and in the end it was implemented rather poorly and looks o.k.  But I want to share it just for fun :) Main Problem is I look ahead by a certain time and then check for collisions, which means projectiles which just strike the edge of the tower will trigger the effects for a very short time.
(http://i.imgur.com/HHxdUWm.gif)

P.S.: If you look closely you might recognize that missile trail :p
Title: Re: Screenshot Thread
Post by: eXpl0it3r on September 26, 2016, 12:32:00 am
Looks great! Good job! :)
Title: Re: Screenshot Thread
Post by: Tukimitzu on October 01, 2016, 04:13:17 pm
@Raincode
Nice!
Title: Re: Screenshot Thread
Post by: Tukimitzu on October 01, 2016, 04:16:42 pm
My next #screenshotsaturday (https://twitter.com/search?q=%23screenshotsaturday&src=tyah) submission.
(http://i.imgur.com/oTt11IY.gif)
Title: Re: Screenshot Thread
Post by: Sub on October 22, 2016, 11:15:29 pm
It Always Ends In Nuclear War (http://www.it-always-ends-in-nuclear-war.com/).  I'm trying to finish this thing, i'm trying...

(http://it-always-ends-in-nuclear-war.com/screenshots/2016-10-21%208.png)

(http://it-always-ends-in-nuclear-war.com/screenshots/2016-10-20%206.png)

(http://it-always-ends-in-nuclear-war.com/screenshots/2016-10-20%203.png)

(http://it-always-ends-in-nuclear-war.com/screenshots/2016-10-20%2011.png)
Title: Re: Screenshot Thread
Post by: brunnerant on November 13, 2016, 04:15:35 pm
I created a little light engine wich is very cute :

(https://lh3.googleusercontent.com/mbQgq7zYrqYqOMfjagmu60OnMxXISy3fDbJ4LkY2AyqNSZVs0SPonCnO87ZZPR3n3J8V9amS3w=w1280-h800-no)

It uses fragment shaders to create depth maps, and to render the scene. Thus, any sf::Drawable can cast light. Normal maps are used to create pseudo 3d for the background tiles.
Title: Re: Screenshot Thread
Post by: Leinnan on November 16, 2016, 08:34:47 pm
Very basic maps with reading from file support:
(http://i.imgur.com/iP5CvYo.jpg)
Title: Re: Screenshot Thread
Post by: iocpu on November 17, 2016, 07:16:07 pm
I've been working on a simple 2D game in my spare time. It's still quite bare-bone but the core is mostly "done". For now, the art I'm using comes from websites like Lost Garden (http://www.lostgarden.com/) and OpenGameArt (http://opengameart.org/). All multimedia-related stuff is accomplished with pure SFML.

(https://i.imgur.com/P1WqkeT.gif)

(http://imgur.com/xFwzya3.gif)

(https://i.imgur.com/OlGk7Qy.gif)

(https://i.imgur.com/iRHjiAb.gif)
Title: Re: Screenshot Thread
Post by: Leinnan on November 17, 2016, 08:36:31 pm
My Sokoban clone:
https://vid.me/PWcl
Title: Re: Screenshot Thread
Post by: grumpaladin on November 17, 2016, 10:03:35 pm
My Sokoban clone:
https://vid.me/PWcl

Looks good! The generating of the map from the text file looks like it translated over well (looking at what's up on the IDE). The inaccessible areas at the top and bottom that are just made of grass -- was that intentional or is it supposed to be segments of other rooms you can gain access to?

Also, for anyone who doesn't know what Sokoban is (https://en.wikipedia.org/wiki/Sokoban) (like me)
Title: Re: Screenshot Thread
Post by: Leinnan on November 22, 2016, 12:58:30 am
Now you can win the map. I think that now most of the work on this game has been done.
https://vid.me/rQdr
Title: Re: Screenshot Thread
Post by: fallahn on December 04, 2016, 09:50:30 pm
A little tamagotchi / LCP inspired game which will hopefully make it to mobile :)

http://www.youtube.com/watch?v=XklwNuV9Zh4
Title: Re: Screenshot Thread
Post by: Hapax on December 19, 2016, 03:16:13 am
Created a demo animation that uses only Selba Ward (http://en.sfml-dev.org/forums/index.php?topic=19496.0) objects.

http://www.youtube.com/watch?v=Yjs-oRhn2fE

Best viewed in 1080 (60 FPS)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on December 19, 2016, 11:59:23 am
 :o :o :o :o :o

This is seriously amazing! ;D
Makes me want to instantly create something with Plinth and some more Selba Ward elements.
Title: Re: Screenshot Thread
Post by: MadMartin on December 19, 2016, 12:25:03 pm
@eXpl0it3r:
Yep, SelbaWard is awesome  ;D

But this...
I created a little light engine wich is very cute :

[..]

It uses fragment shaders to create depth maps, and to render the scene. Thus, any sf::Drawable can cast light. Normal maps are used to create pseudo 3d for the background tiles.
...this is also awesome. @brunnerant, do you have any further information? Perhaps a devblog or such a thing?
Title: Re: Screenshot Thread
Post by: Hapax on December 19, 2016, 09:35:23 pm
:o :o :o :o :o

This is seriously amazing! ;D
Makes me want to instantly create something with Plinth and some more Selba Ward elements.
Thank you!
I just wanted some examples of what the Selba Ward stuff might be used for and this sort of thing seemed the quickest and easiest way. It turned out not to be as quick as I hoped with having to create all those resources  ;D

Plinth's animation tracks were the backbone of this animation. Having now used it quite throughly, I have more of an idea on how I think those tracks should probably evolve.

Yep, SelbaWard is awesome  ;D
Thank you! ;)
Title: Re: Screenshot Thread
Post by: Tukimitzu on December 19, 2016, 11:18:12 pm
@Hapax
Awesome demo!
Title: Re: Screenshot Thread
Post by: Hapax on December 20, 2016, 12:14:15 am
For more information about the Selba Ward demo animation, see this post (http://en.sfml-dev.org/forums/index.php?topic=19496.msg151635#msg151635) on the Selba Ward thread (http://en.sfml-dev.org/forums/index.php?topic=19496.0).

@Hapax
Awesome demo!
Thank you!
Now we just need some of you people to use Selba Ward so that better things can be made with it! ;D
Title: Re: Screenshot Thread
Post by: AFS on December 23, 2016, 04:55:11 am
Good job, Hapax. I particularly liked the rotating cube in the beginning; everything 3D or pseudo-3D is like black magic to me.  :P

---------------------------------------------

Personally, I've been slowly working on "Our Dear Paper Fighters". Recently I made a rubble effect using a VertexArray:

(click to show/hide)

The debris stays there, even if you go far away and then come back. The only exception is in the space mission: no gravity, so the debris just floats until it dissappears ;D

(click to show/hide)

All of this took me way more time to implement that I care to admit  :-\
Title: Re: Screenshot Thread
Post by: Hapax on December 23, 2016, 01:20:49 pm
Good job, Hapax. I particularly liked the rotating cube in the beginning; everything 3D or pseudo-3D is like black magic to me.  :P
Thank you! :D
(click to show/hide)

Personally, I've been slowly working on "Our Dear Paper Fighters". Recently I made a rubble effect using a VertexArray
Good, good. Keep it up. Always like seeing how this game is going!

(click to show/hide)
I think the side propulsions (when turning) are on the wrong side...
Title: Re: Screenshot Thread
Post by: AFS on December 27, 2016, 05:10:53 pm

(click to show/hide)

Nice!

I'll take a look at the implementation of "sw::Sprite3d", I'm curious of how you did it.

Good, good. Keep it up. Always like seeing how this game is going!

Thanks!

I think the side propulsions (when turning) are on the wrong side...

I don't know, I think they are on the right side: if you turn right, the propulsion is drawn on the left, "pushing" the object to rotate clockwise, but hey, I'm no rocket scientist  :P

Those propulsions are just placeholders, though, that's why they are barely visible.
Title: Re: Screenshot Thread
Post by: eXpl0it3r on December 27, 2016, 08:18:09 pm
I don't know, I think they are on the right side: if you turn right, the propulsion is drawn on the left, "pushing" the object to rotate clockwise, but hey, I'm no rocket scientist  :P
It does feel a bit odd in the animation, but they are on the right side. What I think makes it feel odd is the fact that they are pretty much centered around the center of mass, as such they wouldn't really introduce a spin and more of a left/right movement. If you want to add spin to an object in space, you'll have to accelerate it off-center. So a better placement would probably be at the front of the craft.

Looks good btw! :)
Title: Re: Screenshot Thread
Post by: Hapax on December 31, 2016, 02:48:19 pm
@AFS
As eXpl0it3r said, it looks odd because they're on the wing tips around the centre. Whether they are on the correct side or not would depend on your choice of to place the thrust on the front or the back of the craft. They are on the correct side if used on the front. However, the back of the craft seems to move a significant amount more than the front does (I presume the centre of rotation is closer to the front) so I think it would make more sense to place the rotational thrust at the back (on the opposite side to where it is now). That said, you could do both; to rotate in space and stay stationary, you would thrust left from the front while thrusting right from the rear. As mentioned earlier, the centre of rotation seems to be closer to the front so the front thrust would be less.

I'll take a look at the implementation of "sw::Sprite3d", I'm curious of how you did it.
There are two parts to it really. One, it breaks down (subdivides) a quad into multiple quads (and then triangles) so that the texture can more predictable, and two, it transforms those points in actual 3D space using a compacted matrix.
Before adding depth to the origin, the matrix was even more compact :D
I can't remember whether or not each point (quad corners) is transformed using the matrix or just the four outer corners and then interpolated. I think the former.

There is a slightly "hacky" feel to the class, though. Things have to be updated whenever it is drawn as something may have been changed. This led to lots of things being mutable, for example - this is simply because SFML's draw is const; I wanted it to be able to used similarly to a standard sprite - no requirement for an update method.
Title: Re: Screenshot Thread
Post by: AFS on January 05, 2017, 07:42:21 pm
^ Thanks for the suggestions. Now that you guys mention it, it does indeed look weird. The thing is, despite being in "space", the player still has to use the helicopter sprite for story reasons, so I can't use a proper "spaceship" sprite. I'll try to move the thrusters then, and probably use two at the same time, like Hapax said.

Happy new year!
Title: Re: Screenshot Thread
Post by: nmb on January 12, 2017, 01:34:38 am
This is a test.

Title: Re: Screenshot Thread
Post by: Alia5 on January 16, 2017, 10:17:26 am
Been playing a bit with SFML, Box2D and Cmdu76s LTBL2 version lately.
(http://i.imgur.com/uXqxpaM.gif) (http://imgur.com/uXqxpaM)
(click me)
Title: Re: Screenshot Thread
Post by: Alia5 on January 31, 2017, 04:08:08 am
Had a little fun with normal mapping and specular mapping :)
(http://i.imgur.com/hZosfz5.gif)
you can get a better quality video here (http://jing.flatspot.pictures/sfml/2017-01-31%2004-00-05.mp4)
Title: Re: Screenshot Thread
Post by: Hapax on January 31, 2017, 05:39:56 pm
Had a little fun with normal mapping and specular mapping :)
(click to show/hide)
This looks very nice.
Title: Re: Screenshot Thread
Post by: Alia5 on February 07, 2017, 08:39:37 am
I kinda start digging this shaderstuff...

(http://sharex.flatspot.pictures/2017-02-07_0837.gif)
Title: Re: Screenshot Thread
Post by: Elias Daler on February 11, 2017, 11:17:27 pm
Not mine, but check this out, this is so amazing.
https://www.youtube.com/watch?v=zfa9wJ47qDQ
Title: Re: Screenshot Thread
Post by: Alia5 on February 18, 2017, 07:54:46 am
Not mine, but check this out, this is so amazing.
https://www.youtube.com/watch?v=zfa9wJ47qDQ (https://www.youtube.com/watch?v=zfa9wJ47qDQ)

Holy cow this is awesome! If it would only also run (and look like this ofc.) in a terminal... :D
Title: Re: Screenshot Thread
Post by: Mortal on March 08, 2017, 09:16:34 am
playing with so called gpu procedural fluid flow. mostly this kind of simulations were done by opencl/cuda for perf sake. unfortunately i dont have any of them installed in my laptop. so,i did it with SFML for windowed and i had to use opengl to store velocity, temperature and pressure in 3D textures and geomtry shader to get layers of 3D gird which is nessassry for this simulation.

the result looks not bad and for perf i'm so glad, it runs in my laptop.

http://www.youtube.com/watch?v=Fr7VX1jJ2OM
Title: Re: Screenshot Thread
Post by: MetalCoder on March 15, 2017, 03:42:39 am
Here is a quick demo of using SFML 2.4 and Box2D. I plan to make this into something more complete, or use this as a foundation for a actual game. I'm using SFML for the graphics rendering and Box2D for the physics.

https://www.youtube.com/watch?v=5WYkgJBOqfE
Title: Re: Screenshot Thread
Post by: Hapax on March 17, 2017, 12:50:44 am
Preview screenshot of a new Selba Ward (https://github.com/Hapaxia/SelbaWard/wiki) drawable: Elastic Sprite (allows corners to be offset from their original positions and uses a custom shader to stretch the texture - it's still only 2 triangles/1 quad)
(http://i.imgur.com/lpTSfyt.png)
You can see here that only the top-right corner has been moved; the other three are still in their original "square" positions.
Title: Re: Screenshot Thread
Post by: Mortal on March 26, 2017, 01:42:29 pm
simple windows minesweeper, using opengl and sfml

(http://i.imgur.com/UqP9INp.png)


Edit:
i have added smiley face to demo  ;D
(http://i.imgur.com/ov2m544.png)


but why on earth draw curve with opengl is so difficult ?


source code (https://github.com/MORTAL2000/Minesweeper)

Title: Re: Screenshot Thread
Post by: MetalCoder on April 06, 2017, 08:13:38 pm
Here is another something I was working on with SFML and Box2D. This one is a little more advanced than my last one.

https://www.youtube.com/watch?v=whb7dMvqOzA
Title: Re: Screenshot Thread
Post by: K.F on April 08, 2017, 01:26:58 pm
This is a Chip-8 emulator I made a year or so back running some roms:

http://www.youtube.com/watch?v=RG-kvBgRFy4

I could have sworn I posted it here, but Apparently I did not  :P
Title: Re: Screenshot Thread
Post by: MetalCoder on April 19, 2017, 02:56:01 am
I expanded upon my last physics and SFML project. This time there are added platforms. Also, the physics properties have been tweaked to have some different effects.

https://www.youtube.com/watch?v=rZpwWR-2hxU
Title: Re: Screenshot Thread
Post by: Mortal on May 06, 2017, 11:25:58 am
finally, i implemented oriented bounding box (OBB) correctly.

here test
http://www.youtube.com/watch?v=47pcPLf6yfs
Title: Re: Screenshot Thread
Post by: eXpl0it3r on May 06, 2017, 11:47:32 am
That looks pretty neat, what are you going with it?
Title: Re: Screenshot Thread
Post by: Mortal on May 06, 2017, 12:19:01 pm
thanks eXpl0it3r  :)

my plan to create simple 3D game like space-shooter or perhaps tower defense. haven't decided yet.
all i had done so far are implemented 3D render engine and basic collusion detection as first step to to go with 3D physics.
Title: Re: Screenshot Thread
Post by: FRex on May 16, 2017, 12:21:05 am
Working on making a feature full (textured walls, floors and ceilings, sprites) pure software raycaster based on 4 tutorials here: http://lodev.org/cgtutor/index.html
Probably will make it into a self contained library soon-ish (this week maybe)!
It's a dated and low resolution technique but it's passable for jam games, simple games and retro stuff (I'm partially inspired by http://www.mrspeaker.net/2011/09/15/code-like-youre-notch/ too).
(http://i.imgur.com/8GMM5pt.png)

Edit: Progress on floors and ceilings:
(http://i.imgur.com/6bgZDcE.png)
Title: Re: Screenshot Thread
Post by: Hapax on May 20, 2017, 04:31:10 pm
Screenshot from a Matrix-style raining code animation using Console Screen:
(http://i.imgur.com/iYvCcNx.png) (http://i.imgur.com/iYvCcNx.png)

Code Rain repository at GitHub:
https://github.com/Hapaxia/CodeRain

Thread about Selba Ward (https://en.sfml-dev.org/forums/index.php?topic=19496.0) (collection including Console Screen).
Title: Re: Screenshot Thread
Post by: Elias Daler on May 20, 2017, 04:53:44 pm
Screenshot from a Matrix-style raining code animation using Console Screen:
(http://i.imgur.com/iYvCcNx.png) (http://i.imgur.com/iYvCcNx.png)

Code Rain repository at GitHub:
https://github.com/Hapaxia/CodeRain

Thread about Selba Ward (https://en.sfml-dev.org/forums/index.php?topic=19496.0) (collection including Console Screen).
Looks pretty awesome! You need to make a GIF of that. :D
Title: Re: Screenshot Thread
Post by: achpile on June 05, 2017, 10:50:10 am
Started Dispersio 2. Some improvements to old engine :) Did it on old map. I think to create a thread later, when more things will be done :)

http://www.youtube.com/watch?v=gGZmp_ka58s
Title: Re: Screenshot Thread
Post by: Elias Daler on June 05, 2017, 10:55:55 am
Looks great! :D
Title: Re: Screenshot Thread
Post by: Hapax on June 05, 2017, 05:04:34 pm
Dispersio 2 looks nice. I always liked the style you used for Dispersio :)

Looks pretty awesome! You need to make a GIF of that. :D
I made a video instead ;D
https://www.youtube.com/watch?v=rl1A0lThmMg
Title: Re: Screenshot Thread
Post by: Mortal on June 07, 2017, 08:27:59 pm
inspired from Hapax works .. i made a matrix rains in 3D  ;D ;D

http://www.youtube.com/watch?v=eWL4YnqAn84
Title: Re: Screenshot Thread
Post by: iride on July 12, 2017, 09:11:42 am
I've been trying to figure out how to write proper netcode for a fast paced multiplayer game forever and I think I finally got it right!
Time to focus on game mechanics and visual stuff!
http://www.youtube.com/watch?v=YRlIJ90KVqI
Title: Re: Screenshot Thread
Post by: quinor on August 29, 2017, 06:18:44 am
Just a teaser, will publish on the forums soon (TM) :)

(click to show/hide)

The generated path is actually meant to be plotted by a pen plotter. A very short demo (old version) below:
https://twitter.com/EMSL/status/901971935138947072 (https://twitter.com/EMSL/status/901971935138947072)

Repository:
github.com/quinor/tspart (http://github.com/quinor/tspart)
Buid/run instructions suck. I know. Contact me on github if you wanna run it.
Title: Re: Screenshot Thread
Post by: achpile on September 26, 2017, 12:40:55 pm
Decided to make a remaster of a game I made about 7-8 years ago  ;D On first pic is the old one.
Title: Re: Screenshot Thread
Post by: eXpl0it3r on September 26, 2017, 12:48:17 pm
The new version became a lot easier. :P
Title: Re: Screenshot Thread
Post by: achpile on September 26, 2017, 12:52:13 pm
The new version became a lot easier. :P

Oh, that's just different levels :D New will be a lot longer. Old one was just 20 levels :)
Title: Re: Screenshot Thread
Post by: Sub on October 15, 2017, 06:32:52 am
Civ-like game I've been making.  Every day a little closer to completion.  I think I'm finally happy enough with the aesthetics.

(https://i.imgur.com/WjI0DVK.png)
Title: Re: Screenshot Thread
Post by: eXpl0it3r on October 15, 2017, 12:18:28 pm
Nice to see the progress, keep it up!
Title: Re: Screenshot Thread
Post by: iride on October 22, 2017, 10:42:23 pm
https://www.youtube.com/watch?v=a-mefYJxt84
Title: Re: Screenshot Thread
Post by: achpile on November 19, 2017, 09:22:52 pm
Made for a couple of hours. Working on next project for Steam  :)
https://github.com/achpile/arcade

(at this moment to launch snake you should create ArcadeSnake() instead of ArcadeArkanoid() in the main.cpp)

Title: Re: Screenshot Thread
Post by: fallahn on November 24, 2017, 08:32:02 pm
A little retro themed arcade type game I've been working on:

https://www.youtube.com/watch?v=zkDvOM5nNLs
Title: Re: Screenshot Thread
Post by: FRex on November 24, 2017, 11:05:41 pm
I can see a lot of Bubble Bobble inspiration in there.
Title: Re: Screenshot Thread
Post by: fallahn on November 25, 2017, 11:22:03 am
I can see a lot of Bubble Bobble inspiration in there.

Hah, yeah well it did start off as a straight up cone, only with networked multiplayer. It's grown a bit since I started using my own artwork (though there's still some OGA in there) and added the crate mechanic from my Crush (https://www.youtube.com/playlist?list=PL4-TasR6jHx5ruSNQ0p9bwXTlnAmjZf11) game.
Title: Re: Screenshot Thread
Post by: achpile on November 30, 2017, 11:22:51 am
Some workarounds on new game
http://www.youtube.com/watch?v=oJg4qipjbpE
Title: Re: Screenshot Thread
Post by: Milerius on December 01, 2017, 06:48:56 pm
Working on the famous R-Type Game, some screenshots :

Login :
(https://img15.hostingpics.net/pics/820173desktop.png) (https://www.hostingpics.net/viewer.php?id=820173desktop.png)

Create Scene :
(https://img15.hostingpics.net/pics/714662bheet.png) (https://www.hostingpics.net/viewer.php?id=714662bheet.png)

Example Window exit :
(https://img15.hostingpics.net/pics/589711window.png) (https://www.hostingpics.net/viewer.php?id=589711window.png)

All the screenshots are in french but the game is in english and french.

Using CEGUI/SFML/SFUTILS/CPPREST
We will use THOR for the Particle system and we will release the code in february for everyone.
C++ 17 (Visual Studio Preview 2017 / Clang 5.0 / GCC 7.2)

We will post some animations later ! stay in touch !

@eXpl0it3r ty for the tips of witdh = 700
Title: Re: Screenshot Thread
Post by: eXpl0it3r on December 01, 2017, 11:06:46 pm
For those that don't know the "famous R-Type game", what's the goal of your game?
Is it multi-player? Or what's the connection thingy for?
Title: Re: Screenshot Thread
Post by: Milerius on December 02, 2017, 12:54:25 am
@eXpl0it3r

The goal is a multiplayer shoot them up  game , up to 4 players.
Our idea is to separate the type of space-ship between factions : Bheet(Offensive), Kooy(Support) and Maul(Defensive).

We want to make very strategic bosses based on team composition (the different factions). The idea is to be able to make a competitive free and open source game. We also very much want the player to personalize his ship as he progresses in the game, his level and his results. Skins of spaceships, Specialization of spaceships.

On the technical side, we want an authoritative game server. We have a rest-api for all queries that are not in real time and can be processed outside of a game such as the shop, the creation of the profile. The idea is that the master game server can spawn slave-servers that host an instance of a game up to 4 players.

Our main personal goal is to provide for the SFML community with a complete networked project that can serve as an example with different interesting game patterns like game object composition like Unity, object replication, serialization of object, object reflection, event system, very smart resource manager, magic enum, scripting lua, how to use CEGUI with sfml and how to make a huge profit.
Title: Re: Screenshot Thread
Post by: Milerius on December 02, 2017, 10:17:29 pm
an idea of how our cover will be
(https://i.imgur.com/ZTmhH48.jpg)
Title: Re: Screenshot Thread
Post by: Laurent on December 02, 2017, 11:46:20 pm
Guys, please post images that fit the limited witdh of the forum...  I don't see the point of posting full size images that nobody can really see here.
Title: Re: Screenshot Thread
Post by: eXpl0it3r on December 03, 2017, 12:36:02 am
Or use [img widht=700]url[/img].
Title: Re: Screenshot Thread
Post by: Milerius on December 03, 2017, 01:41:03 am
Guys, please post images that fit the limited witdh of the forum...  I don't see the point of posting full size images that nobody can really see here.

I apologize, i fix it with the img width=700 from @eXpl0it3r.
Title: Re: Screenshot Thread
Post by: Milerius on December 03, 2017, 02:30:05 pm
Two videos to show where we are in the project,

For the profile video, we do not know yet if we should pause animations in the background, give us your opinion!

Profil Scene :
https://www.youtube.com/watch?v=YO1qoMQNIPE

Create Scene :
https://www.youtube.com/watch?v=5fpIXDZ1It0
Title: Re: Screenshot Thread
Post by: eXpl0it3r on December 03, 2017, 06:17:44 pm
It might be better if you create your own thread to showcase your project and collect various feedback. :)
Title: Re: Screenshot Thread
Post by: Arcade on December 19, 2017, 06:50:56 am
I've recently started working on a (American) football game. The gif shows a few features of the "play designer" tool where I can design, simulate, and save plays for each team to run. The next step is to improve upon the players' AI.

(https://i.imgur.com/1gSvYft.gif)
Title: Re: Screenshot Thread
Post by: Elias Daler on January 20, 2018, 02:33:01 pm
Here are some screenshots from the game I've been working on for the past few months. It uses core of Re:creation's engine, but I implemented a lot of new stuff to get it working with new systems.

Right now Re:creation is not developed and I didn't work for this smaller game for the past 2 months, but I'm starting to work again on it, so I'll post some stuff. This game will have its own thread in the future with detailed dev logs soon. :)

It's 160x144, 4 colors. Just like Game Boy.

(https://i.imgur.com/BlwDxsO.png)

(https://i.imgur.com/Xv21FoE.png)

(https://i.imgur.com/FLZE2LV.png)
Title: Re: Screenshot Thread
Post by: Tank on January 22, 2018, 03:54:56 pm
What happened to Re:creation, Elias?
Title: Re: Screenshot Thread
Post by: eXpl0it3r on January 22, 2018, 05:01:12 pm
You can read more about it on his blog: https://eliasdaler.github.io/2017/ :)
Title: Re: Screenshot Thread
Post by: Gregouar on February 07, 2018, 06:33:25 pm
Hi everyone !

It's been a while since I went here (maybe some of you remember me from Holyspirit), but now I'm back with a new project in mind (I'll tell you more probably in a couple of months). Here are the first screens of the PBR 2.5D isometric engine I'm developing for this projet:

(https://image.ibb.co/bGRUVc/screenshot1_good2.png)

(https://image.ibb.co/jNnsix/screenshot1_good.png)
Note that I puted the sarcophagus as metallic, also remark that the leafs on the tree are translucent.
 
Technically, it's deferred shading using PBR equations from https://learnopengl.com/ (https://learnopengl.com/), SSAO and prerendered 2.5D assets (4 passes : albedo, normal, heightmap and material). I'm using almost exclusively SFML, I just had to add a MultipleRenderTexture class to improve performances for the deferred rendering (wich is only compatible with system supporting FBO).
Title: Re: Screenshot Thread
Post by: Elias Daler on February 16, 2018, 10:30:32 pm
Looks amazing!
Title: Re: Screenshot Thread
Post by: Ruckamongus on February 16, 2018, 11:40:07 pm
That looks awesome! It has a Strongohld (http://fireflyworlds.com/games/stronghold) look to it!
Title: Re: Screenshot Thread
Post by: Hapax on February 17, 2018, 03:02:10 pm
Wow! Looks impressive indeed! :)
Title: Re: Screenshot Thread
Post by: Gregouar on February 17, 2018, 11:19:36 pm
Thanks guys ! =D

I added a bit of bloom and tested something for dynamic shadow casting:
(https://scontent.fbru3-1.fna.fbcdn.net/v/t31.0-8/27993626_10215522966928146_4349420783835586866_o.jpg?oh=40545e98f684032fc6464cb7dde91b27&oe=5B21CB51)
(https://perso.uclouvain.be/gregoire.naisse/images/lightning.png)

The problem here is that since I'm using only prerendered 2.5D assets, I do not have access to the full information about the geometry of the objects. It was not too much of a problem for the directionnal shadow casting since I assume the sunlight to be oriented with a direction close from the view. But for dynamic lights that move in the scene, it is clearly not enough (and also, it need to be recomputed quickly, which is not possible with the way I'm doing it).
Hence, I decided to add some invisible "3D objects" to the scene, that act only as shadow casters. The idea would be in the game to add only those for big, simple geometric entities (like walls, pillars, barrels, etc).
Title: Re: Screenshot Thread
Post by: Alia5 on February 21, 2018, 01:08:58 am
Finally got around to continue my little engine like thingy.
PARTICLES! You simply cannot have enough.
(https://pbs.twimg.com/ext_tw_video_thumb/966046120244858883/pu/img/j1H6NpdcH-uUjY86?format=jpg&name=orig)
https://twitter.com/flatspotpics/status/966047451781136392 (https://twitter.com/flatspotpics/status/966047451781136392)

(I'm on mobile right noe, so excuse the twitter link, it's a video)



FPS tank a bit since I'm drawing a separate circleshape for every particle in the debugdraw, ouh well... :)
Title: Re: Screenshot Thread
Post by: achpile on March 15, 2018, 02:29:49 pm
Used only straight lines to draw (Except outline circle)
http://www.youtube.com/watch?v=9CplyYRYi_Y

Source: https://github.com/achpile/math/tree/master/lines

Inspired by this:
(click to show/hide)
Title: Re: Screenshot Thread
Post by: Hapax on March 17, 2018, 01:29:30 am
Used only straight lines to draw (Except outline circle)
(click to show/hide)
This is really pretty! Nice work :)


Surely, the outer circle is made up of staight lines too really ;D
Title: Re: Screenshot Thread
Post by: AlexAUT on March 18, 2018, 08:23:45 pm
Two projects I have done for university and now integrated into my engine (using sfml)

Real time rendering engine, technique:
- Mesh loading (obj/collada)
- Particle engine (fire)
- Free flight camera
- Camera paths
- Shadow volumes entirely on the GPU (geometry shader for generating shadow volumes)
- Water (refraction and reflection with a dudv map)

http://www.youtube.com/watch?v=Y_x1e8th-i4



Cloth simulation with VerletIntegration (256x256 grid) implemented in Cuda using a 3-spring model to simulate the behaviour between each particle. Rendertime without recording ~0.8ms.

http://www.youtube.com/watch?v=9dT1bYgQVGI

Will post it into a seperate thread as soon as i release the source code :)


AlexAUT
Title: Re: Screenshot Thread
Post by: jamesk on April 17, 2018, 01:10:01 am
Grid-based combat, shaders, and audio manager with limited channels (for a retro emulated effect)

https://youtu.be/zztrHvrZON4
Title: Re: Screenshot Thread
Post by: Grenthal on March 01, 2019, 07:29:49 pm
I’ve prototyped mechanism for animating 2D planet/fake sphere for my current project.
Although it’s not much I must say I like the output:
(https://i.imgur.com/hGbfr65.gif)

To achieve this I’ve browse through dozens of articles and discussions in quest for knowledge (and at some point also ended on SFML forum  ;)).
Leaving link to prototype in case someone, one day would need inspiration  :): https://github.com/PawelWorwa/Animated-Planet
Title: Re: Screenshot Thread
Post by: Hapax on March 02, 2019, 05:04:12 pm
RE: Fake 2D sphere
Looks good.

RE: Cloth simulation
Impressive and beautiful.