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Messages - thebwainz

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1
SFML projects / Re: FLTM (+source code)
« on: February 05, 2017, 04:01:28 pm »
Yeah just press the arrow keys (or WASD or Numpad8/4/5/6) and it will select the respective group

2
SFML projects / FLTM (+source code)
« on: February 04, 2017, 03:36:37 pm »
Hi, I made a small game in the past few days

There are 4 groups of differently colored tiles (top, right, bottom, left).

Each turn tiles are flipped over and you have to select the groups of tiles in the correct order (from the group with the fewest tiles to the one with the most) as fast as possible.

There are also game settings that can be customized, namely the game's difficulty (affects group difference and time per turn), the number of turns per run, and whether each turn has a time limit.

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Short gameplay video:

Download the game here (~800KB)

Source code

Let me know what you think 8) I included the source code this time because I was asked to do so

3
SFML projects / Re: Breaker_IS
« on: January 04, 2017, 08:06:36 pm »
Looks awesome, sometimes it can be difficult to see where the ball actually is with the particles + text flying around from destroyed blocks. 
Yep, looks and sounds great, but also the ability to clearly see balls seems to be my main concern. It's just getting a bit too crowded/blurry with everything being gray. Maybe make the ball's color change to green or blue, possibly optional or as power ups or difficulty changes?

I made the ball glow much brighter. Hopefully that's enough

[...] I have issue with "weapon up". It suggests that the weapon would be getting better but doesn't it just change it to a different one, which might not be as good? [...]

I made adjustments to the weapons and now they get objectively stronger the better upgraded they are. I also buffed all weapons a bit. The scatter laser's projectiles also spawn differently now (to the player's advantage)

[...] The fact that the power ups/downs are not very clear too is a slight concern. [...]

Do you mean the text that shows up when picking up the powerups is unclear or the powerups themselves (color)?

[...]I noticed that the game can sometimes be rather unbalanced. When you've collected a few items you suddenly can stop caring about any balls on the screen and just mow down everything, while other times you have to tediously try to adjust the paddle just right to get these few bricks from the sky. I'm sure some of the imbalance is wanted, but I feel it can be quite extreme at times. A possible fix might be to dynamically adjust the drop rate of items or bind the drop rate to time. That way when you're already powerful, you won't get drops after drops. [...]

Good point. My original plan for the game was for it to be casual (and unbalanced, benefiting the player) and have the player be overpowered, and have tons of stuff on the screen etc. but you're right, sometimes it's too extreme. I'll implement something that deals with that issue in the next version

A new version will be out some time this weekend

Thank guys :)

4
SFML projects / Breaker_IS
« on: December 21, 2016, 08:10:53 am »
About

A small project I've been working on for the past few weeks. It's a block breaking game, is in space, and has weapons :)
Each world has a bunch of levels, and each level has multiple waves, including a boss wave

Gameplay

This is me playing the first level (with a very short boss fight because of my strong weapon):


Make sure to watch in 60 FPS

Download

Download the game here

Screenshots

Here are a few screenshots:

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Controls

Fully mouse-driven!

Left mouse button to launch the ball,
mouse wheel to adjust the ball launch angle,
right mouse button (can be held)  to shoot.

I'd like to know what you like or dislike about the game, and maybe a few ideas for weapons and blocks.

I'll be adding new levels with new blocks soon, so stay tuned :)

5
SFML projects / Slimey Carnage
« on: October 11, 2016, 03:31:42 am »

About

Slimey Carnage is a 2D platformer for 1-4 players with dozens of levels scattered throughout several worlds, each of which have their own theme and introduce new traps/enemies.

It has a bunch of different game modes that can either be played in single player or local coop with up to 3 other players. (The game modes Domination and Race put emphasis on player vs player)

Note

This is the same game whose alpha versions I previously released on here (old forum thread: http://en.sfml-dev.org/forums/index.php?topic=19614.0), with improvements/additions such as a complete visual overhaul and more content.

Download

Download the game here

(~25 MB)

Screenshots

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Feedback

Even though the game is complete (technically it's in beta), any bug reports or minor feature requests are still welcome, especially for the largely untested multiplayer components of the game.

6
SFML projects / Re: Slimey Carnage
« on: May 19, 2016, 09:39:26 am »
Thanks! I'll post an update soon (next week or so) on how it's going.

7
SFML projects / Re: Slimey Carnage
« on: May 17, 2016, 09:20:32 am »
Awesome! :)
You obviously already got my YES vote! Hope this gets quite some traction.

Do you have a Twitter account?

Thanks for the support!

I don't have a Twitter account.

I probably should have started using Twitter a long time ago... I was just never really into that whole thing. I might create an account soon and start posting updates and gain some followers but I have literally no experience with it and I'm not sure if it's worth it / too late? ::)

8
SFML projects / Re: Slimey Carnage
« on: May 17, 2016, 04:13:06 am »

Sorry for the late reply, I was kind of busy.... anyway: Thank you, I appreciate it! I have implemented some stuff you mentioned. In fact, I have been working on the game a lot for the past few weeks and it's soon getting a full release.

9
SFML projects / Re: Slimey Carnage
« on: April 09, 2016, 12:58:00 pm »
Update!

09 Apr 2016
v0.1.4.2
  • Fixed instant death when moving outside the screen: You can now move up to 1 tile outside the screen without getting killed.
  • Added an ending sequence when beating the game! The sequence can be repeatedly played by beating the last level.
  • Updated a few audio files that were supposed to be updated in previous versions. Now all music/ambience is up to date.
  • Fixed a couple of bugs

You may have noticed the alpha tag was removed. This is because the campaign is 100% finished and I decided against creating new content (e.g. new game modes), and leave the game in its current state - at least for now.

As always, all feedback is welcome. If you find bugs please let me know.

Enjoy!

10
SFML projects / Re: Slimey Carnage
« on: April 07, 2016, 09:04:52 pm »
I pushed a quick update to address some of the issues (see post above).

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Ghost jump is allowing the player to jump even after they left a platform and started falling, usually just for a couple to several frames. It is used in the vast majority of platformers - at least good ones -, it vastly improves the feel of the game, and eliminates the latency issue where the player actually presses the jump button at the right time right at the edge of the platform, but because of latency, the jump press will register in time, and he will fall instead, or in the case of your game, cannot double jump after the air jump.

More elaborate articles:

http://www.gamasutra.com/blogs/MarkVenturelli/20140810/223001/Game_Feel_Tips_I_The_Ghost_Jump.php

http://www.gamasutra.com/blogs/AdamSaltsman/20100929/88155/Tuning_Canabalt.php

I see. I've read about that technique before, and I'll look into it.

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Glad it helped, I reach the end of a project sometimes, and nothing help me improve it more than a brutal but friendly other pair of eyes.  ;D

Yeah, that kind of feedback really is the most valuable. Thanks again!

11
SFML projects / Re: Slimey Carnage
« on: April 07, 2016, 09:00:15 pm »
Update!

07 Apr 2016
v0.1.4.1 alpha
  • Fixed vsync/fps settings bug
  • Made adjustments to the following levels (made them much fairer): 4-6, 5-4, 5-8, 5-9, 5-10, 6-5, 6-7, 6-9, 7-5, 7-10. Note that a few traps have been exchanged and moved.
  • Bomb trap: Decreased time its lethal explosion hitbox stays active; decreased lethality range (explosion visuals are unchanged)
  • Spike trap: Increased both activation and deactivation speed (activation speed is much higher though); there are now different sounds for activation and deactivation to account for the new speeds; increased cooldown from 1s to 1.75s; fixed bug where the trap would initially (before the first activation) be on cooldown;
  • Pendulum: Made its hitbox smaller to better fit the visuals

This is a quick update to address some issues. More changes will come within the next days!

12
SFML projects / Re: Slimey Carnage
« on: April 07, 2016, 06:21:59 pm »
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Great game  ;D , flawed but great. Finished everything including world 7 and collecting all these yellow circles. Here some of the problems that I found in the game:

That's so cool. I'm currently replaying all levels because I'm recording a gameplay video, and even though I've played every level dozens of times, completing the game takes me longer than I'd like to admit ;)

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1- stage 6-10 and 7-6 are the same stage, they just have different exits. The exit is 7-6 is in the same place of the circle in 6-10, and you can't get to stage 7-6 without collecting the circle from 6-10 anyway, so the player is repeating the exact same thing.

Actually levels 7-1 through 7-6 are near duplicates of previous levels - slightly altered and a little harder. Namely, 7-1 is 1-10, 7-2 is 2-10, 7-3 is 3-10, 7-4 is 4-10, 7-5 is 5-10, 7-6 is 6-10. All other levels are unique.

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2- Some hit boxes are questionable, but the rotating star hit box is just wrong, it's way too big compared to its sprite. the bomb explosion hit box stays way too long, much longer than you'd expect.

Fixing the pendulum's hitbox has been on my todo list for a while. I'll make it smaller in the next update. I guess I can also tweak the amount of time the bomb's hitbox stays up a little.

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Also, the sides and the top of the screen kill you!? There should be something indicating that they are lethal, when there is nothing is on the side of a level, I assume by default either it is a wall or the screen will scroll.

The bottom should be lower than it is, there are many jumps that I plan to go off screen from the bottom before I jump again to a platform, but I can't because of the kill box. Same thing from the top.

Yeah, that's a bug. Currently there's a 1-tile grace space at the top and on the left of the screen (meaning the player can jump up to 1 tile outside the screen). However, there's no space at the bottom and on the right of the screen, which is something that will be fixed in the next version.

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3- Time wasters, these kill the pace of the game, main two offenders are insect traps, and spike traps. Spike trap takes long to go back, and takes too long to appear which looks pretty odd, traps usually snaps into position, and retracts slowly. This one activates slowly, stays in place too long, then retracts slowly, waiting for them is pretty tedious, but they are not even close to how bad the insect trap is.

While replaying the game, I've noticed that too. I'll adjust the activation and retraction speed in the next update.

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Every thing about the insect trap is bad, it is the second worst thing in the game, they waste a lot of time, they are random, and twice in the game, they are in a combination with other traps, that appear to be impossible - or at least very difficult - to avoid death from first time, I had to activate it, die, then run fast to go past it before it activates again.

Right. I'll look into that and see what I can do about it.

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4- Absolute worst part about the game, the random yoyos. Nothing worse in a skill based games than doing everything spot on, just to be killed because you were "not lucky enough". If those f**kers were in the start of the game, I would not have touched the game with a light year long pole.

Can't argue with that.

This is what I'm going to do: The random yoyos (they're not called yoyos internally, but let's call them that :)) will stay in the game in the easier levels / in the levels where they can't really screw the player over that much, but I'll see to it that I replace them with the standard yoyos in the levels where the random aspect is too much of a burden. (Also in the next update.)

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5- Jumping, a fixed height jump really gives a bad, outdated and clunky feel to the game I found my self  .Also, the game might benefit from a small ghost jump.

The whole game was designed with the fixed jump height in mind. I won't change the physics because I'd have to basically redo every single level.

However, I'd be interested in what you mean by "ghost jump"?

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Still a fun game, the difficulty is perfect for me, and skill games should always be difficult IMHO, other ways they lose their whole appeal.

Thank you! I appreciate you typing all that out, and your honesty!

---

Also, there's currently a bug (which is already fixed in the next version) that causes the vsync setting to be ignored if there's a framerate limit set. If you want to play with vsync, here's a workaround for the current version: Turn off framerate limit and vsync in the game, and turn on vsync in your graphics card's settings.

13
SFML projects / Re: Slimey Carnage
« on: April 05, 2016, 07:17:45 pm »
Update!

05 Apr 2016
v0.1.4.0 alpha
  • Added the final campaign world (the one that's unlocked via bonus pickups)! (see screenshot below)
  • Game progress is (or rather: can be) saved more frequently now. Check out the new options menu tab for details.
  • Fixed layer/object draw order
  • Fixed player spawn point when killed
  • Fixed some audio files' replay gain info
  • Replaced world 1 (Sky Temple) ambience with a better, less annoying one ;)
  • Random bug fixes and visual improvements

Bonus world screenshot

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Save file info

Note that previous save files won't work with this version.

Since this update wraps up the campaign, the save file will work for all future versions.

What's next?

The next version will have another small campaign content update (which can be unlocked by beating the final level of the bonus world), but other than that the campaign is finished.

I'll try to find and fix any bugs or annoyances that I overlooked, and then start working on the new game mode (for multiplayer).

I'm eager to know what you guys think. If you have suggestions, found bugs, or have feedback of any kind, I'll be all ears!

PS: I'm in the process of recording some gameplay footage, so expect to see some videos in the near future.

14
SFML projects / Re: Slimey Carnage
« on: March 25, 2016, 09:42:37 am »
Update!

25 Mar 2016
v0.1.3.1 alpha

  • Prepared for release that contains the final campaign world
  • Added some juice! (e.g. explosions and hard impacts will cause the camera to shake!)
  • Quality of life changes, visual improvements, and bug fixes

This version unexpectedly broke the save file :)

Here is a download link to one that unlocks all levels in worlds 1-6 (excluding bonus pickups): Dropbox link
This save file is for version 0.1.3.1 alpha and not compatible with older versions.

Stay tuned for the next release!

15
SFML projects / Re: Slimey Carnage
« on: March 21, 2016, 03:51:41 pm »
Update!

21 Mar 2016
v0.1.3.0 alpha
  • Added the final standard world: Strange Depths! (see screenshot below)
  • Changed some key bindings (keyboard)
  • Particle system update! All particles now properly move and fade out smoothly
  • Adjusted volume for some sounds
  • Updated several levels
  • Bug fixes as always

Don't anger the flying Buddha statues.

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This is the last time your save file gets wiped. All future updates will preserve it.

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