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Messages - julen26

Pages: [1] 2 3 ... 6
1
SFML projects / Re: Freerider
« on: January 29, 2013, 09:30:54 am »
Kool -- possibly notify the user of position placed in races too.

Done!  ;)

2
SFML projects / Re: Freerider
« on: January 28, 2013, 08:25:49 am »
Fun : o)

I get a crash though a lot of times after it submits to the high score table

Also if I hold down the left mouse button to place the flag and don't let go and shake my mouse for a few seconds I get a crash.

Not quite sure how the point system works either :) (especially on race).

You can get rid of the following two scores if you want -- I was curious and wanted to see the map structure you had on your map file, so I editted it XD.

can remove:
  ==>io   Race   41.2008 s   2245
  ==>io   Race   40.4818 s   764


Good work though!

Thanks io, I'll take a look to that crashes. The point system is a bit strange, simply you get more points if there are more obstacles in the map. And you lose points every second passed. So, even if you play a map with few obstacles and ride fast, you won't get many points.

In flag mode, the more flags you complete, the more points you get. And for each flag completed, you get bonus points, but if you fail, the bonus counter will be reseted.

Update:
Fixed the mouse crash, and point system changed on races:
  1st: +400 points
  2nd: +300 points
  3rd: +200 points
  4th: +100 points
  5th: +0 points

3
SFML projects / Re: Freerider
« on: January 24, 2013, 02:16:48 pm »
Quote
but which shape should I use? A circle?

If you use photoshop a single black (or some gray color) overlay and transforming/warping of the original can do well enough.
I have used photoshop and I've got something better. It's updated.


4
SFML projects / Re: Freerider
« on: January 23, 2013, 06:28:33 pm »
You are right Nexus, so I've just increased the speed  ;).
And the rider shadow... I forgot to do it, but anyway I think It would be a bit hard to do. As you have already said, a static sprite should be enough, but wich shape shoud I use? A circle?

Thanks!

5
SFML projects / Re: Freerider
« on: January 23, 2013, 03:50:28 pm »
This looks really nice! Good job! :)

I know it's silly, but I have to ask anyways... were you by any chance a bit inspired by ? ;D

No, I don't know that game. But,  I was inspired by an old flash game whose name I can't remember. In fact, I took the boarder sprite from it.

Thanks eXpl0it3r

6
SFML projects / Freerider
« on: January 23, 2013, 02:49:22 pm »
Here I come again with a new game. After releasing Rounded Soccer, I used the same framework to change it a bit and to do this game.



Description
Snowboard style game where you can ride random maps. These random maps are different from each other when selecting different zones on the mountain. Freeride, race and flag modes. After beating any race or flag mode, you can submit your highscore and view it in-game or here.

Used technology
C++ and SFML 2.0.

Platforms
Windows.
Still have to build for linux.

Controls
Move - Arrow Keys
Jump - Space (Only when going forward).
Select zone - Click anywhere on the mountain to select the place where you will ride.

Web & download
Download Freerider.zip (3.23 MB)
Web & Highscore

Videos



Thanks!

7
SFML projects / Re: Ludum Dare 25 Entry - Grand Wreck Auto
« on: January 07, 2013, 02:02:07 pm »
Nice, It reminds me of the Nintendo's great game Urban Champion

8
SFML projects / Re: Rounded Soccer (Released)
« on: December 02, 2012, 06:08:26 pm »
I use circle to circle collision. Except for collisions with the walls. Why?

9
SFML projects / Re: Rounded Soccer (first online beta)
« on: November 30, 2012, 09:29:45 pm »
I've updated the download links, the game is RELEASED so now you can play every game modes.
Thanks!

10
SFML projects / Re: Rounded Soccer (first online beta)
« on: November 11, 2012, 05:05:11 pm »
Nice idea if there was anyone else online.  Why not add a single player AI if there are no human players to battle?
That would be interesting, but how I could decide when to make a server or directly play against the computer?
Another things that could be added is a way to tell if anyone is online at all.
Yeah, I thought about that and I planned to put more info (ranking, online matches, online users...)

Btw, thanks for feedback!

11
SFML projects / Rounded Soccer (Released)
« on: November 09, 2012, 01:03:19 pm »
Hi all,

I've been programming this project for a while and I've realised that I should test the online mode of the game.

Description
This game is like a mini-soccer game. You play maches 2 vs 2, but only the player can be controlled, not the keeper. I have created 3 modes:
 - Friendly.
 - Tournament.
 - Online mode.

The beta version only contains the online mode.

Used technology
C++ and SFML, of course. In the latest 2.0 build.

Platforms
Windows.
I still have to build it for linux.

Controls
Move - Arrow Keys
Jump - RCtrl.

Web & download


Download installer - https://dl.dropbox.com/u/45860111/roundedsoccer-installer.exe
Download zip - https://dl.dropbox.com/u/45860111/roundedsoccer.zip
Blog - http://julen26.blogspot.com.es/p/rounded-soccer.html

You can see the user ranking on the web or in game.

Important: For router/NAT users, it's recommended to open 55001 TCP port when the game creates a server automatically. Anyway, it's posible to connect to other games without doing it (if the opponent has openned the port, of course). I'll make an option to change the port soon.

Feedback
I would like to get any type of feedback. Latency in online games is a issue, and I have tu ensure that the game is well synchronized. I haven't programmed any prediction techniques, but I'll have to do in the future.

I still have a lot of things to do, but I'll try to stay online to play against new users. By the way, there is server info in the right-bar of my blog.

Videos





Images




12
Network / NAT punch-through (hole punching)
« on: October 29, 2012, 03:14:24 am »
Hi all, it has been a while...

I'm coding the network part on my soccer style game. The game goes well when playing on LAN, this is not a lantency issue anyway.

I've done simple system wich allows to find and play a match automatically. If the client doen't find any playable match, it starts a server waiting for other player. It uses a database etc...
I don't want to complicate my work on doing a virtual UDP connection, so I've used TCP.

The problem is that servers behind a router can't be reached by clients, the server owner must open ports on his router using NAT. I want to avoid this trying to implement NAT punch-through technique. I know how to do it for UDP, but I'm using TCP. Is it the same algorithm? Any ideas?

Thanks!

13
SFML projects / Re: COSMAGERS - new 2D MMORPG developing
« on: May 16, 2012, 11:30:17 am »
Nice landing hahaha

Congratulations, it looks that you are working hard on it and getting awesome results!

14
General discussions / Re: C++/Game Programming Tutoring Classes
« on: May 04, 2012, 10:30:27 pm »
You should create a website and offer your servies there. You could make a category for your projects and guarantee the level of your offer.
Also, I think that the price is a bit expensive but that's your choice.

15
General / Re: Why tile map over 1 large picture?
« on: April 19, 2012, 10:05:08 pm »
It's just because you can save maps represented by lightweight files. A large image file is bigger than a text file with a few bytes(or KB).
For speed people recomend to draw tiles in a RenderTexture once, and then draw it every loop.

Sorry about my pour post, im writing from my smartphone

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