SFML community forums
General => SFML projects => Topic started by: CytraL on March 01, 2016, 04:19:21 am
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Currently the game are under development, uses Box2D for physics and 'TMX Parser Lib' for read 'tmx' maps (yep.. I use tiled map editor).
The map can be virtually 'infinite' (clipping and using quadtree), in this video I only spawn 7 A.I Players.. can see that the 'clipping' method doesn't looks bad...
For 'cars' A.I Players.. i'm currently using an a bad "A+ Pathfinding" implementation :S (need be reworked)... with Manhattan heuristic.
The lighting system it's very simple but works pretty good :) only use a sprite for create the spot light and a 'RenderTexture' for generate the lightmap.
For tile map rendering i'm using textures with size power of two and vertex array.
The Particle system is the same that i made for 'FingerShip' game... but with possibility for define light particles.
http://www.youtube.com/watch?v=12FQuLDxAP8
Cheers!
** Sry for my bad english :\
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GTA 2 !!! ;D ;D
Looks good so far :)
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Looking good! I like your AI algos and the lighting :). What is the goal of the game? Is it going to be like GTA?
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Yepaa thx! ;)
Yes, i'm trying do something like GTA (without 3D)... but the "history" isn't about mafia... I hope find other textures and not use the GTA stuff xD
Project Structure:
engine
- interfaces
IEngine
IEntity
CB2Engine: Box2D
CFEngine: FMod
CFxEngine: Particles
CLightEngine: Lights
CGame: Register engines, game loop, ... (Singleton)
CAssetsManager: Fonts, Sounds and Textures
entities
- primitives
CB2Circle
CB2Polygon
CCar
CCharacter: Human Characters
CExplosion: Explosions (Box2D Sensor)
CProjectile
game
CGameContext
CGameController: Abstract Class
CMapRender: Render Map
CMenus: Render Menus
CPlayer: Basic player data
CPlayerIA: I.A. player
gamemodes
CTest: Current gameplay
Memory Leaks Check (valgrind):
==26412==
==26412== HEAP SUMMARY:
==26412== in use at exit: 68,634 bytes in 504 blocks
==26412== total heap usage: 256,017 allocs, 255,513 frees, 572,064,336 bytes allocated
==26412==
==26412== LEAK SUMMARY:
==26412== definitely lost: 0 bytes in 0 blocks
==26412== indirectly lost: 0 bytes in 0 blocks
==26412== possibly lost: 0 bytes in 0 blocks
==26412== still reachable: 68,634 bytes in 504 blocks
==26412== suppressed: 0 bytes in 0 blocks
==26412== Rerun with --leak-check=full to see details of leaked memory
==26412==
==26412== For counts of detected and suppressed errors, rerun with: -v
==26412== ERROR SUMMARY: 0 errors from 0 contexts (suppressed: 0 from 0)
Cheers!
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That looks pretty neat!
Maybe you should try searthing on opengameart.org, there's a lot of free cool stuff there.
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@Elias Daler: Thx! your project looks really good! ;) and no textures found for "top-down" games... :(
New video, here the dummy peatons... and start with the sad part of implement "gore". I said that i don't like use GTA textures and now i use the character sprite too :\ ...
http://www.youtube.com/watch?v=lmgWnbIGNlY
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I really like how this game is progressing. It already looks quite playable :D
Keep up the good work!
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Yay, GTA 2 ;D
Looks impressive as hell, you can even drive cars. Good job, man.
What are you planning to do with it? You said that the story isn't about mafia. Do you have something else in mind?
Also, I noticed that the menus are in spanish. Where are you from?
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@bitano:
Thx! ;)
@AFS:
I'm from Spain (Galician), the history is about "Nintendo-PlayStation-Xbox-PC Master Race" war... you are an linux hero that can stop all these situation... etc.. etc.. this try to be an humoristic history :\
But i don't have any "strong" history defined...
Cheers!
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And another one: GTA 2! <3 :)
Looks really decent.
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@Tank: xDD thx ;)
Improved light system a bit...
http://www.youtube.com/watch?v=tEujxidOU-E
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Continue working... improved A.I. a bit, start with HUD stuff.. breakable lights, ...
http://www.youtube.com/watch?v=LMnGK0EkiCo
Cheers!
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Looking good! :)
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eXpl0it3r thx.. XD
I'm back with this project... added a simple weather system...
http://www.youtube.com/watch?v=S7CqfH6x5_s
Used Perlin noise for water puddles/snowdrifts ...
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I'm very impressed by your project! Great job!
Can you give us a bit more info about the engine structure? Do you use ECS? Do you use scripting? It will be interesting to read how such complex stuff holds together. :D
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I'm very impressed by your project! Great job!
Can you give us a bit more info about the engine structure? Do you use ECS? Do you use scripting? It will be interesting to read how such complex stuff holds together. :D
Thx!! for now not use scripting.. but in the future when working on missions and npc's i like add lua scripting support. I can't explain good because my english is too poor :(
Yes.. ECS.
(http://dl.dropboxusercontent.com/u/30566237/unnamed_project/diam1.png)
Used Tiled for mapping, Box2D for physics, 'pseudo' A* Pathfinding (I don't need know the short way to go from A to B) + raycast for A.I...
All systems are "separated" by engines.. lighting, physics, weather, ...
(http://dl.dropboxusercontent.com/u/30566237/unnamed_project/diam2.png)
** Perhaps not readable :/
Cheers! (Sry again for my bad english :/)
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GTA II, great game, I spended some (very much) hours playing that. Good work !!
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Thx! i'm working again on this... fixed some bugs and implemented new weapons like this...
(https://dl.dropboxusercontent.com/u/30566237/JZu8uec%20-%20Imgur.gif)
http://imgur.com/JZu8uec (http://imgur.com/JZu8uec)
** Created using Bézier curves.
The next step is create the "missions system"... if any knows good implementation for that... show me it! xD
Cheer! Happy Holidays!
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Looks great! And seems like an interesting new weapon.
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Thx eXpl0it3r!
Here a video to show the current status of the "game":
http://www.youtube.com/watch?v=CA0UfyjM4hI
Cheers!
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Nice! :)
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OOopss... The colour is gone! O_o.... looks like broken printer xD
Anybody can help me with textures?
http://www.youtube.com/watch?v=d_OjvB6pb_s
Cheers!