SFML community forums
General => SFML projects => Topic started by: Brendon on September 30, 2010, 09:55:06 am
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Hi all, thought I'd drop a note announcing my game Air Forte was released on Steam today. The game is about piloting airplanes through arenas involving geography, math, and vocabulary.
Air Forte is written with the C# binding of SFML, and uses the Mono framework in lieu of the .net framework. The Mono files are included in the distribution, so the game is a stand-alone package. The game is available for both PC and Mac.
The SFML library is quite pleasant to work with. I'm using it again for my next project and it's working very well - big thanks to Laurent and crew.
Game info/videos:
http://blendogames.com/airforte
Steam page:
http://store.steampowered.com/app/55020
(http://blendogames.com/airforte/images/screenshot1a.jpg) (http://blendogames.com/airforte/images/screenshot2a.jpg) (http://blendogames.com/airforte/images/screenshot3a.jpg)
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Congrats! It's nice to see a first commercial title powered by SFML. I'll test the demo later.
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Congrats! It's nice to see a first commercial title powered by SFML. I'll test the demo later.
+1. I've rapidly tested the demo, and it seems very nice, with nice animations and GUI. Good job! :D
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viva le sfml!
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Nice game. Congratulations. It's always inspirating to see a finished commercial project!
Please, could you tell us the requirements of releasing a game in Steam? How money costs? Thanks!
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Thanks, everyone!
@panithadrum - I can't get into the specific numbers, but as a developer I've been quite happy working with Steam.
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Great game, I wish the demo was a bit longer though :)
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good game for Xbox 360 also was used sfml? or just created a port?
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I don't want to offend you, but as far as I'm concerned, 15$ is too much for such a game. From what I've seen in the demo, Air Forte doesn't seem to provide either innovative gameplay or long-lasting fun – in contrast to other games in a similar price range, like Plants vs Zombies or World of Goo.
But that's just my opinion, propably I'm too old for this genre. ;)
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@jonaSoft - For the Xbox360 version, I ported the game over to XNA. Both versions use the same C# gameplay code and I kept the drawing/audio calls modular, so it was a fairly smooth transition.