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Messages - Deathbeam

Pages: [1] 2 3 ... 6
1
Feature requests / Re: Operators for IntRect and FloatRect
« on: May 30, 2014, 07:05:31 pm »
If you need increase or decrease size of rectangle, just for code beauty. =) For me - it is useful.

template<typename T>
inline void sf::Rect<T>::shrink(T val)
{
    left += val;
    top += val;
    width -= val;
    height -= val;
}
 
Usefull? I know tons of usefull Vector and Rectangle functions but I still do not think that they should be implemented to SFML. Like
Union, Inflate, Center
 
for Rectangle and
Clamp, Dot, Direction, Distance, Catmull, Lerp, Hermite
 
etc... for Vector

2
DotNet / Re: Future Xamarin support?
« on: May 27, 2014, 09:36:40 am »
I am already using Mono and MonoDevelop along with SFML.Net. Moma is only pointing out P/Invokes to be problem,  but becouse csfml is cross-platform, it should´nt be any problem.

3
DotNet / Re: Is Color equality right?
« on: May 25, 2014, 12:15:25 pm »
Oh yea, sorry, my mistake, I forgot to put obj. before Equals(this), I will correct it.

4
DotNet / Re: SFML.NET Proposed Changes
« on: May 23, 2014, 08:37:52 am »
Internally both the View/RenderWindow objects would track the which RenderWindow(s)/View(s) that are assigned to them.

Whenever the user grabs another View object from the RenderWindow, the View will have an internal reference to the RenderWindow and also the RenderWindow will keep a reference to the View. Then whenever that view is changed it will automatically apply those changes back to the internal reference. The same would apply to the RenderWindow, if it has its view reset to another view then it can go to all the internal references of each view that is assigned to it and remove its reference from those views.

If you want, I could come up with a more robust sample code to explain how the API and internally it would work.
It can be done in this way, or in simplier way. You will have property View in RenderWindow. When you will change this view, in Draw call it will check equality between sfGetView and View what you have in RenderWindow, and if they are not equal, it will set View to RenderWindow. I think this won´t cause performance drop, but I am not 100% sure about it. There is also another method, and that is similar to Transformable class, so view will have internal boolean NeedsUpdate, what will change to true if you will change any property in View. And when RenderWindow sees that View needs update and uses this view, it will change its NeedsUpdate to false.

5
Feature requests / Re: Operators for IntRect and FloatRect
« on: May 20, 2014, 04:53:41 pm »
It is not that easy, becouse I am totally unexperienced in C++ (and also lazy, easier for me is to ask). Okay, made pull request for that missing operators then: https://github.com/SFML/SFML.Net/pull/55

6
Feature requests / Operators for IntRect and FloatRect
« on: May 20, 2014, 10:28:58 am »
I am not sure if they are in official version, but in SFML.NET they are missing. Atleast operators == and != should be there. I can make pull request for it.

7
Created mockup of in-game GUI:



Also, new video with new spells:

8
Wonderful! Excellent! I'm out of words  :-X (really, trust me!)

I'm curious to know how you made the WIP updater transparent (i.e., how's that it's not in a window and appears like an image)?

Best of luck to you and your team.  ;)
O.o thanks for kind words :) And I dont know, I do not programmed updater :D

9
So I was working on Occult a bit, and I fixed and optimized projectiles a lot, so I removed that bug with fast casting projectiles and also now they are spawning instantly, before there was a bit delay becouse it was oading texture to memory, now it is cached. Also, I added map chooser, it will simply get all maps from /maps folder. It is already working, but I must add more options to Create Game window. And ofc, GUI is only temporary.


10
Wow this is actually pretty smooth! Just a minor detail, the camera rotation seems a bit out of theme (but that may just be me). Have you considered keeping it steady ? Other than that (and the crash) it looks great and I would love to try it out after it is released. Keep up the good work!
Yes, camera rotation is a bit out of theme, but it is making game more fun to play and game appears more "fast" when not moving in classical 4 or 8 directions. And yep, crash i becouse I do not optimized loading of paarticles yet :D

11
I love the idea but from the video there appears to be a huge lag problem. Please keep us informed on the game's development state!
Oh no, it is only becouse my graphic card is burned so my notebook is only only one what is bound to motherboard. Here it is recorded in GIF without lags :D And thanks, we are now working on more spell effects, for example on this gif you can see new frozen ball spell.

12

What is Occult Classic?
It is a 2D Dungeon Arena Spell PvP Battle, wich can be played on Offline on LAN and also on Global Server.
Fast and fun, you will be able to unlock new dungeons, each dungeon has it's own difficulty.

Unique combat
Combat will be sort of unique. It will be based mainly around physics interactions and of course spells. Spells can be multi-target or projectiles (maybe I will add also some single target ones, but that will break the fun :P). Also, movement will be unique too (atleast in 2D game). Movement is based on FPS shooters, so you are actually not moving in 4 or 8 dir as it is usual in 2D top-down games, you will be rotating camera and moving forward or backward. Yes, dat fun :D Okay, to explain combat system a bit more, I wanna make it similar to Warlocks map for Warcraft 3. Here is video of Warlocks:



Can I test it?
Yes, simply download Occult from its GitHub repo and run it from /bin folder. https://github.com/deathbeam/OccultClassic

Show me some media bro :)
Yep, here it goes. First, some screenies (we do not decided graphic style yet)

(click to show/hide)

Video (with temporary graphics)


Contributors:
Deathbeam (me) - Main programmer
Lex The Great - Secondary programmer (working on game extensibility with Lua)
cadrius - Programmer (working on auto-updater)
Lumiere - Pixel artist

How can I contribute?
If you wanna help us and be part of team and you are skilled in C#, Lua or you can make some graphics, you can contribute to Occult git repository here: https://github.com/deathbeam/OccultClassic

13
SFML projects / Re: Spooker - Open Source Game Framework
« on: May 17, 2014, 10:18:59 am »
Optimizations, fixes and so on
Not much to say now. I fixed some bugs in particle system and added
So.... In this commit I fixed all GUI issues (it was loading 2 times
before). Also, I changed method of how LoadContent is called. Now, in
your game screen, you msut call it manually, so you have more freedom in
passing properties and so to assets or building sprites from oaded
assets, using fonts and so. Also, added all points totile Object, so you
are not restricted to use built in physics to use objects correctly (but
it is reccomenned to use builtin physics, becouse it is epic :D). And I
did also minor changes to EntityList and big changes to repository
structure, but they are not important, just for easier navigation ;)

https://github.com/spooker-dev/Spooker/commit/a1e9579a3703e33b5c1c6c07839caced563f635b

14
SFML projects / Re: Spooker - Open Source Game Framework
« on: May 09, 2014, 01:33:31 pm »
Ok ty I'll try it for my demo video. (if it works on linux)

Otherwise I've other programs to record video, but, it's difficult to find a good one.
Okay xD ezVid is best and simplest to use imo :P

Particle and physics fixes
Not much to say now. I fixed some bugs in particle system and added
camera functionality to it and I also fixed few bugs in physics, so now
collisions should be handled perfectly. Also, commented most of
undocumented code.

Also, created extension library for Spooker with some RPG elements additions. Check it here: https://github.com/spooker-dev/Spooker.RPG

Also, for Occult, I created some advanced lights for particle system demonstration.

https://github.com/spooker-dev/Spooker/commit/e9ae8ffce1ba8b33dd9a95ff199f421102eb58b0


15
DotNet / Re: Future of SFML dotnet question
« on: May 05, 2014, 05:35:59 pm »
Ok, very good. I'm looking over the sfml game development book now. I'm in the process of choosing a programming route. It's between c++ c# an vb. I hope to use sfml and c++ I think, but dotnet is still tempting.
C# rules ;)

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