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Messages - MrMuffins

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1
SFML projects / Re: Muffin World v2 [Platformer] [WIP]
« on: April 19, 2016, 01:52:14 am »
I can't say anything regarding the actual game (as you haven't shown gameplay), but I must say that the editor looks really, really impressive. Good job!

Looking forward for more updates.

Thank you, gives me motivation to continue working on the game.

As far as gameplay goes, yea I'm lacking in that department. There still alot of internal stuff needing to be fixed.

However I just did a quick vid of "platforming" and collision

(character is a placeholder)

Ladders, stairs, ledges and slopes.

2
SFML projects / Re: Muffin World v2 [Platformer]
« on: April 07, 2016, 08:31:50 pm »
Looks really interesting. :)

Thanks.


Now that spring break is over, I finally put more work into this and made togglable switches/levers.



And working a bit on water:

3
Graphics / [Solved] BlendMode and RenderTexture not updating
« on: March 17, 2016, 08:35:14 pm »
Ah you mean when you move the texture around.

What version of SFML are you using?
What's your GPU? (Is your driver up to date?)

SFML 2.1, ASUS Radeon HD 7750, Drivers are up to date

...Well I'll be. Quite embarrassing, I tend to hold off updating. Just updated to SFML 2.3.2 and the problem is gone and the blending/lights work perfectly.

Thanks for helping me out.

4
Graphics / Re: AW: BlendMode and RenderTexture not updating
« on: March 17, 2016, 06:23:16 pm »
What exactly do you mean with glitch? The trapeze? The cut-off edges?

Similar to this http://i.imgur.com/kDMrTbIg.png

As soon as I start moving the lights, all the old places it were remain, creating the effect in my first picture. Like the screen isn't clearing.

For a minimal and complete example, it would help to provide the texture that is used.


I'm sorry, here http://i.imgur.com/kypRCP6.png

Also:
Assigning two signed ints to a Vector2u is not nice (sf::Vector2u mouse; mouse = { event.mouseMove.x, event.mouseMove.y };).
sf::BlendMode::BlendAdd and sf::BlendMode::BlendMultiply don't exist.
Consider posting code you've actually tried  ;)

As example code I didn't really bother with it too much. As for code I tried...I did. Its a complete min. example of it working.

See

Better example of it in action:

5
Graphics / BlendMode and RenderTexture not updating
« on: March 17, 2016, 09:49:44 am »
Hello, trying to get additive blendmode to work with a lighting system.

Which works of course. Problem for me however, lights will always be "on top" of the screen at all times.

So if I use two framebuffers by adding all lights, then blocking lights to the first, then drawing it to the second buffer, I can achieve my affect.

Which works, except I get this glitch/artifact?


My best explanation, its like the scene isn't clearing when I call .clear(); Even though I clearly am.
If none of the lights move, it works.

Min. working code example:
(click to show/hide)


If I add a rectangleshape with black, and draw it after .clear, it works. But it defeats the whole purpose of clear and also breaks my light blocking sprites.

Anyone know why this is happening? Spent too much time on something so trivial. Don't really want to settle for static lights either.
Thanks.

6
That is absolutely beautiful viewing it fullscreen.

7
SFML projects / Muffin World v2 [Platformer] [WIP]
« on: February 20, 2016, 07:12:16 pm »

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.jpg

Gfy: https://gfycat.com/BreakableConstantDragonfly
https://gfycat.com/GoodnaturedMerryKitten
https://gfycat.com/FirmWatchfulGoldeneye

New:

Water: http://i.imgur.com/MbWupoC.gif
Switches: http://i.imgur.com/R2ucFxP.gif

Youtube:
Preview of the level:


Preview of player collisions:


Menu Preview:
Entities Preview:


Thank you for checking out my wip project :)

8
Graphics / Re: Bounding Box Help :/
« on: April 25, 2015, 10:32:56 pm »
hmm... This doesn't make any sense as far as I can see. Even when the two sprites are no where near each other, it still thinks the bounding boxes collide  :-\ And also they collide even when one isn't even drawn.

Removing the draw call for a sprite isn't gonna stop its logic from being ran. It still exists, even if you can't visually see it.

9
Graphics / Re: Bounding Box Help :/
« on: April 22, 2015, 07:41:12 pm »
The sprite has an getGlobalBounds() function which returns a FloatRect.
http://www.sfml-dev.org/documentation/2.2/classsf_1_1Sprite.php#a203d2d8087bfdca2ebc3c0485cdb7409

Keep in mind it's the full bounding box of the sprite object, even if the entire sides of the sprite are empty or transparent.

10
SFML projects / Re: Tower Defense
« on: April 17, 2015, 03:55:36 am »
Quote
Music and Sound are from Red Alert.
This most likely violates the copyright of the original creators. Don't do that. Besides possibly landing you in hot legal waters it is also simply not a nice thing to do to reuse other peoples work without their permission.

Although permission (at least regarding videos from what I read) is allowed, however the actual demo has no music/sounds in the download. So no copyright issues, other then probably red alert name, which I still removed anyways. Thanks for checking this out.

11
SFML projects / Tower Defense
« on: April 15, 2015, 08:47:26 pm »
Tower Defense.

Hello, this is my wip game using SFML. Using C++;

>How are you using sfml?

Everything. Input, window system, network packets, graphical sprites, music and sounds.

>Detailed description
(click to show/hide)

>Other Info
(click to show/hide)

>Controls

Mouse to select buttons, WASD to move the camera. Select a unit on the sidebar, simply click to place it anywhere. Holding before clicking allows you to rotate the unit first.
Click a unit to select it, then you can see its fov, and status on the sidebar, where you can upgrade/repair(not done) etc..

Screenshots:

http://i.imgur.com/8NJaOxu.jpg
http://i.imgur.com/c2EfVjW.jpg
http://i.imgur.com/rI9E1Ci.jpg
http://i.imgur.com/dTjMZ34.jpg



>Demos

http://www.mediafire.com/download/cz18g0u7pqjs9lc/TD+RA2.zip (22 MB)
sfmluploads......... (nullptr)

Thanks for checking this out. More features prolly on the way hopefully perhaps maybe.

12
Graphics / Re: Very odd rendering issue
« on: February 26, 2015, 07:58:37 pm »
Huh. Interesting this is here, I had this same thing happen on one of my test builds. Out of the blue everything looked like that first picture. Like really 2 days ago. I just considered it a random screw-up non-related to my code or sfml since its been tested and re-ran like a thousands times. I could be wrong or a bad coder...

I still have this http://i.imgur.com/agsJfgnh.jpg bf3 picture from when drivers go bad. Although you said they did update their drivers however. It happened on me intel gpu though so maybe not exclusive to amd cards. Just stating what I know.

Quote
why is AMD such a pain? Nvidia cards have caused me no trouble
Bit off-topic not related to sfml but I find it funny I had trouble with nvidia where a few programs will actually crash no matter what you do (also evidence by alot of people with nvidia) meanwhile amd gpu installed and working perfectly. And anyone else running amd can run the programs.

13
SFML projects / Re: Screenshot Thread
« on: February 25, 2015, 05:54:15 pm »

Into the fray with sfml 2


My own gui and editor. Slightly maybe perhaps inspired by sfgui. And openRA

14
Graphics / Re: Positioning button sides equally
« on: December 14, 2013, 07:43:05 am »
Simply set the buttons width to a fixed size then center the string.

Or out of all the buttons strings, get the one with the biggest width and use that as the size, that way you always have buttons with fixed sizes relative to whatever strings you use.

15
SFML projects / Re: Faster
« on: December 03, 2013, 08:30:51 am »
Quote
I am also looking for some feedback on the performance of the game.

This laptop I'm on is 7 years old, and...60fps :)

Anyways this is pretty neat, everything goes with the name (the menus, dieing, transitions etc..).
Although if you run against a wall and jump, occasionally you will fall through and my guess keep falling. The debug reports a top collision despite the wall being straight.

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