Muffin World v2
Muffins not included.
Description: Started about two months ago for the level creator. My first version Muffin World (also sfml 1.6) never had one. As you can imagine I went through tedious job lining my mouse up with the world, copying the x/y then writing it manually in the tile file.
I decided to go with a freeform placement, like 3D. No grids and no tiles. This presented many challenges but I overcame them.
I created the editor first, in a wysiwyg approach. Built directly into my game engine. Instead of writing two programs, If I place an object at x/y, I know and will see how it will be exactly if the level was being played.
Although I've only had a short while on the editor, I wrote from scratch many 'sub-systems' over the years between SFML 1.6 and 2.2, which of coarse made making this easier then ever.
I've also overhauled the graphical assets, which are now %100 mine. I'm aiming for more animated and lively art, then static.
Along with that, comes HD viewing. I made my 1.6 game, with 800x600 screen space in mind...my laptop wasn't very good. Not a pretty sight resizing the window to 1080p which kept the view at 800p and distorted.
Now, if you play @ 1080p, renders clean crisp 1080p. Or any resolution you set.
The Plan:A platformer, movable platforms (Which I've never done before), networking for co-op for someone online, small puzzles, enemies, npc's you can buy weapons from and attack monsters. Lots of secreats.
Tech Side:Using only SFML, otherwise everything written from scratch in C++
Screenshots:http://i.imgur.com/WlKeJbR.jpgGfy:
https://gfycat.com/BreakableConstantDragonflyhttps://gfycat.com/GoodnaturedMerryKittenhttps://gfycat.com/FirmWatchfulGoldeneyeNew:
Water:
http://i.imgur.com/MbWupoC.gifSwitches:
http://i.imgur.com/R2ucFxP.gifYoutube:Preview of the level:
Preview of player collisions:
Menu Preview:
Entities Preview:
Thank you for checking out my wip project