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Messages - Nesvi

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1
that was coded for a Jam? ???

Yes, it was coded for a Jam http://tlp-innova.com/tlp-hackfest/

Really? Making us subscribe to a mailing list we might not be interested in, just to see your game

The MailList wasn't a great idea I think, but some people joined it. I will publish the game in github.

Nope, no video...

We lost the video because we didn't export it to youtube from twitch.

In my oppinion everyone can make with his projects all that they wan't freely. If you want, you can subscribe, if you don't want then don't subscribe but I think your reply is inappropriate.

PD: I don't make spam :)

2


Hi there!

We made a game for the "TLPHackfest" jam and we won the 2nd prize. We are very proud and happy.

It's based on SFML and Box2D. You will get all the game, the code and the art if you subscribe to our Reactor Heart's MailList(another amazing game!) in: http://reactorheart.com

The level loader was very fun to code, read "Level.cpp".

Here's a video of our artist in action: 

Some screens:









We hope you like it! For contact follow me on @nesvi7 or send me a mail to contact+at+reactorheart.com

3
We have released the Pre-Alpha #3 and we would like the developer community of sfml trying it! So here is the link:

http://www.indiedb.com/games/reactor-heart/news/pre-alpha-3-ready-to-test-it
Seems like indieDB has some issue with their media server... :-\
Missing images, missing download files.

I saw that error and I think is an internal problem of indieDB. I hope they will fix it soon.

Seems very good to me.Keep going.

Did you like it? Fine! Stay tunned!

4
We have released the Pre-Alpha #3 and we would like the developer community of sfml trying it! So here is the link:

http://www.indiedb.com/games/reactor-heart/news/pre-alpha-3-ready-to-test-it

Good luck :)

5
Nice! I like the automatic adaption of tiles, this may add a lot of user-friendlyness :)

I have already seen a few games of this kind, and something they all have in common, is that the resulting spacecrafts look very blocky and flat. Even if you are limited to tiles, this isn't a strict consequence. One possibility would be to add a shadow/relief over the whole ship, such that it looks more 3-dimensional. And the engines are way too big, it looks quite strange to have them in every direction. Instead, you could embed small maneuver thrusters at the sides.

Another idea is to make the maneuverability of the spacecraft dependent on its mass and moment of inertia. Like this, a physically realistic simulation is possible, and another strategic element when building spacecrafts emerges.

Hello, thanks for your feedback.

Regarding the flat look, i have plans to create a shader to give a regular shading effect which will provide the
ships a higher grade of relief. Unfortunately, i don't know yet how to program shaders. Nonetheless, it's just a matter of time. Maybe someone will come up with a better idea to get this effect.

Regarding the engines' size. That engine is the first one we've made, and indeed it's huge  like you said (though there'll be bigger ones). The idea to make a series of engines sorted from the cheapest and less powerful to the most expensive and powerful starting with the thrusters. When we get this done, people will think twice before attaching the biggest and most expensive engine to the sides. ;D

Finally and concerning the simulation. The game physics control the ship's mass as you suggested. First I establish a density which BOX2D distributes uniformly in the ships surface. In the near future, when we have to manage with different floors, we'll modify this, since the conditions will be different.

Best regards.

6
SFML projects / "Reactor Heart" - SFML indie game under development
« on: May 04, 2013, 12:22:54 pm »

Hi guy's

Quote
Reactor Heart’s a sandbox multiplayer game. The players build and use ships to explore and conquer territories within a boundless universe.The Gathering of precious resources becomes essential to create incredible spacecrafts, able to defeat the enemy’s fleet. At the same time, players will have to cooperate with their guild mates and fight for the control of planets and whole star systems. A wide range of creatures enter the scene to assist in your path to conquer the universe. Create the ship of your dreams and build it up using turrets , lasers and many other weapons. Design its controls or load custom scripts to create unique behaviours. In short, the construction and use of the ships is up to your imagination.

This is my project, I'm using sfml for graphics rendering, events and threads. I'm using Box2D for physics too.

We have to thank SFML for make possible this project. In our website we have a paragraph about this:

Quote
This game’s development owe many thanks (and a bucket of kudos) to free software projects as SFML (development of graphics, sound, networking and a lot more), Box2D (physics engine) and Gimp and Aseprite in the design subject. We are using GNU/Linux based operating systems in the development. Many thanks to the people related to these projects.

You can find more information about Reactor Heart and the development process here:
         
EDIT:

Here is the the download link of the Pre-Alpha #3
http://www.indiedb.com/games/reactor-heart/news/pre-alpha-3-ready-to-test-it

/EDIT

Give us your feedback, and good luck!!  ;D





7
Graphics / Re: Simply problem with sprites, image and draw
« on: August 13, 2012, 02:10:12 pm »
I have upgrade my project to SFML 2.0 and now all works fine ;)
Thanks eXpl0it3r

8
Graphics / Re: Simply problem with sprites, image and draw
« on: August 08, 2012, 09:09:24 pm »
Sorry, i didnt understand you correctly (english is a bit hard for me), im transforming all the project to SFML 2.0 and then i will see if it works. I like the 2.0 version, it is more optimized but i must make some changes. I will report the result. Thanks ;)

9
Graphics / Re: Simply problem with sprites, image and draw
« on: August 08, 2012, 03:27:58 am »
Hello,

I will try to use SFML 2.0

I think that you dont need the whole code because it has 6000 lines of code and the error appears into the RenderWindow::Draw() method. I have used the library and i thinked that i could put a simply sprite into a class but it doesnt work! I have checked all, the App (RenderWindow*) is fine all the time then when i call Entity::Draw() it must draw the sprite. But segfault... i was trying to solve this since 2 weeks and now i think that it only can be the RenderWindow::Draw(Sprite) method.
The class SharedData is a class that contains a static pointer to my renderwindow app(and other things that arent overlayed with my variables). Sorry about the design of my class, but is only a test, i put the App->Draw() in the constructor to check if it could work. It works in the constructor but it doesnt works in the Draw() method. About the separation of the logic and the graphics, currently in the class there i was only trying to make the graphics part but i was thinking in creating methods into the same entity class but separated in the two purposes(some methods for logic and others for graphics). Is this correct?

Thanks for the answer and help :)

10
Graphics / Simply problem with sprites, image and draw
« on: August 07, 2012, 11:04:23 pm »
Hello,
Since 2 weeks i have been trying to debbug a simply class that i made. Is a class that i will use to manage the objects of my game. I have reduced it to the minimal components, it has sprite, image and it uses heritage to get a pointer to the RenderWindow. I have tracked the bug, and the segfault is in the second App->Draw section, into the Draw() method of entity. Im using sfml 1.6

Here is the header:


#ifndef _entity
#define _entity

class Entity : public SharedData{

 private:

  sf::Sprite Mine;
  sf::Image imag;
  int x,y;
 
 public:

  Entity(const int&, const int&, const int&);
  void Draw();
  void SetType(const int&);
  void SetPosition(const int&,const int&);

};

#endif


 

Here is the source:


Entity::Entity(const int& xx,const int& yy, const int& a){

  if(!imag.LoadFromFile("Entitys.tga")) std::cout << "Error " << std::endl;
 
  imag.SetSmooth(false);

  Mine.SetImage(imag);
  Mine.SetPosition(0,0);
  Mine.SetCenter(0,0);
  App->Draw(Mine);
  App->Display();

}

void Entity::SetPosition(const int& xx ,const int& yy){
 
 
}

void Entity::SetType(const int& a){
 
}

void Entity::Draw(){

  Mine.SetImage(imag);
  App->Draw(Mine);
  std::cout << "Im alive" << std::endl;
}


 

The gdb said me this:


Program received signal SIGSEGV, Segmentation fault.
0x0804d024 in std::_Rb_tree<sf::ResourcePtr<sf::Image>*, sf::ResourcePtr<sf::Image>*, std::_Identity<sf::ResourcePtr<sf::Image>*>, std::less<sf::ResourcePtr<sf::Image>*>, std::allocator<sf::ResourcePtr<sf::Image>*> >::_M_begin (this=0x1)    at /usr/include/c++/4.4/bits/stl_tree.h:482
482           { return static_cast<_Link_type>(this->_M_impl._M_header._M_parent); }

 

Thanks :P

11
Graphics / Re: Views and his limits
« on: June 27, 2012, 11:33:56 pm »
That was other question i had, the float unit control pixels  in 1:1 zoom, and the non integer part is used when you use the zoom?

12
Graphics / Views and his limits
« on: June 27, 2012, 11:00:40 pm »
Hi,

First , congratulations for sfml, i love it ;). Since some months i have been developing an pseudo-infinite tile system for my game, now i have a doubt. What is the limit of movement of a view? integer ? can i change it to unsigned long long?(i made my own scrolling system, but i think that the developer of sfml knows how to get a better performance).

Thanks, ;)

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