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Messages - TheSilverWebsurfer

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1
SFML projects / Re: Xaniria - Defense of New Earth
« on: July 27, 2014, 12:16:36 pm »
I'll try to create a clearer video as soon as the main work will be finished.
But don't think too complicated, it is quite simple:
1- You create defences in construction phase.
2- They are stocked and used in combat phase.

Desura accepted to distribute my game, so I must keep up the good work. :)

2
SFML projects / Re: Xaniria - Defense of New Earth
« on: July 11, 2014, 02:08:58 pm »
Totally! I had Tetris in mind when I created the construction phase.
But instead of geometric pieces, I made rectangles.
And instead of creating lines, I thought patterns fulfilling could be interesting.

I think about this 2-phases system as crafting a tool, then using it, they are complementary.

And you're right, Bullet time let bullets move.
I tried a few ways to make the special shot looks really special.
As Bullet Time is really common in video games since Max Payne, I found that time stopping nicely told:
"Oh man, this special shot is really awesome!".

Maybe should I add visual effects?

Here is a video with new graphics for construction phase, is it easier to understand?


In all cases, thanks for your comments! :)

3
SFML projects / Re: Xaniria - Defense of New Earth
« on: July 09, 2014, 02:22:35 pm »
Really thank you for your constructive feedback!

@Jesper Juhl: yes! the second phase, in which you fight ennemies, is inspired by games like Phobia, I'm really glad you saw that! ;)
But the gameplay is not as simple as in Phobia III, as you have to switch between weapons to maximize damages. This makes this phase less boring.

@eXploit3r
Well, the 2 gameplays don't mix together at the same time, maybe I wasn't clear about that enough in my description.

In a first time, you create defenses in a puzzle-game.

In a second time, those defenses are used to repell invaders.

I tried to create an original concept with this mix, and totally mixing the two phases at the same time would be quite aweful to play, so one after another is really better. ^^

During special shot, your "Bullet hell" ^^, everything is frozen, like a Bullet-time.
I thought this would  be great to give the player a little break, as this combat phase is pretty intense.

For patterns icons, of course, this can be done better, thank you for spotting it!

4
SFML projects / Xaniria - Defense of New Earth
« on: July 08, 2014, 11:50:23 pm »
At long last, 2 years after my C++ and SFML discovery, I have the great pleasure to introduce my game to you :
Xaniria - Defense of New earth

It is a unique mix between puzzle-game and tower-defense.

You can find much more informations, videos and screenshots on my site,
www.hailtothefun.com

If you like this project, don't hesitate to talk about it, and vote for it on Greenlight :)
http://steamcommunity.com/sharedfiles/filedetails/?id=283105459&searchtext=xaniria

Comments are really welcome.


5
SFML projects / Re: [Bullet Hell-Game] Still Unnamed Project
« on: October 03, 2012, 12:57:58 am »
This mana and items system looks like a really good idea!
That will bring variety in a basic-gameplay game category.

6
SFML projects / Re: [Bullet Hell-Game] Still Unnamed Project
« on: September 14, 2012, 10:51:01 am »
Wow, good luck with that!
Bullet hell games are quite impressive to see, and even more to play with.
That's not my favorite sort of games, preferring classic shoot'em ups, but I like one from time to time.

I can't wait to see your first screenshot!

7
SFML projects / "Project 2"
« on: September 13, 2012, 08:32:29 pm »
Hi everyone,

Let me introduce to you my game project using SFML.

Well, it's not really called "Project 2" of course. ^^
But I really had a hard time to find an original and nice name so... I'll keep it for myself until release, as some gameplay details.

This will be a mix between a puzzle-game in a first phase and a tower defense in the second one.

In the story, according all arcade games' backgrounds, there will be aliens, and you'll have to protect humanity (or what remains of it) from their invasion! ^^

I thought it would be easier to do this as a 2D game, with a top view.
4 resolutions supported, 1600*1000 and 1024*640, and their counterpart in 4/3 screen format.
I hope I'll be a good coder enough to make it work with lot of sprites, even in the bigger resolution...

For now, I just started coding this, so almost nothing to show, but here is the main menu:


[attachment deleted by admin]

8
SFML projects / Re: Mandelbrot Fractal Explorer
« on: September 12, 2012, 05:07:48 pm »
Wow, I'm really impressed!

I used Mandelbulb, which makes it in 3D, but can take a lot of time to render scene.

But your soft is really beautiful, so are the fractals it produces, and the zoom feature is astonishing!

9
General discussions / Re: I forgot to introduce myself here
« on: September 12, 2012, 04:58:20 pm »
Yeah, you're right.

Going to post in the SFML Project as soon as I've something interesting to show. ^^

I'll keep this project true name and few details secrets though, cause finding a name was pretty hard, and I'm a careful guy...
But I will show the most I can.

Thanks! ;)

10
General discussions / Re: I forgot to introduce myself here
« on: September 11, 2012, 01:27:14 am »
I totally agree with both of you.

That's why I thought a lot about my game, and wrote every details.
Then, I read this text back, thought about it again, and searched what could be improved, what should be changed, etc...
From gameplay to graphics, music or storyboard.

And as I said, I'm a great videogame fan.
That doesn't just mean I have a lot of game...
I also finished a lot of game, analyzed them, wrote about what was great, what was worse, what could be improved...
For years, I thought about what should be made in games to enhance fun.

I cant' assure that I'll go to the end, but I'll make all my best to do it!

And if I finish it, you'll sure know about it! ;)

11
General discussions / Re: I forgot to introduce myself here
« on: September 04, 2012, 10:39:30 am »
Thank you !

Well, to be exact, I made a game with a friend, but only my part was done.
The game is working, but is not completely done.
He was the coder, so as my job was finished, I found what I had to do: learning programmation.
4 months ago, I started C, then C++ and SFML, and for a week, I started a new game.

So that's "my" first game.

And I agree with you DevilWithin, nobody can say "I know all games", but well, I'm pretty confident that my idea is for now unique, and could be attractive if everything is as I imagined.

I'll post here my progresses, but I don't think I'll post screenshots, to avoid any idea to be stolen.
For now on, half of the graphisms part is done, I just started coding, and music and sounds are not even begun.

12
General discussions / I forgot to introduce myself here
« on: September 03, 2012, 07:11:57 pm »
Hi everyone!

I already introduced myself on the french part of this forum (yes, I'm a damned frog-eater ^^ ), but I didn't do it here.

Actually, I have a pretty crazy objective:
I want to create a video game and sell it.

Well, I'm quite a beginner in C++ and SFML programming, but I'm creating graphisms for a long time, and sounds and music for a year.

Of course, I'm a huge video-games fan, and my concept is (for now) still never-seen, so I think you will understand that I won't tell you more than "a mix between puzzle-game and tower defense".

I know that's quite usual to see a guy coming here and saying "I want to create a video-game", but... well, I will try as hard as possible!

13
Graphics / Re: Member function sprite call
« on: September 03, 2012, 06:47:12 pm »
You just saw that I really don't know what I'm doing!
So thanks for this advice! ;)

14
Graphics / Re: Member function sprite call
« on: September 03, 2012, 06:02:37 pm »
Problem solved!

My (beautiful ;) ) background appears at last!

Many thanks for solving this problem!

15
Graphics / Re: Member function sprite call
« on: September 03, 2012, 05:04:01 pm »
Dammit, I hesitated many times before hijacking this thread, guess I failed this one... ^^
So my apologies to Jiggered, that was pretty rude.

Thanks for your answer.

I deleted the "sf::Sprite m_sprite" line in the constructor, and my sprites don't appear black anymore...
Now they're white... ^^
Nothing else changed.

Deleted the "public: sf::Sprite" line in the class header.
I realized that was pointless after your "where do you derive from sf::Sprite" remark.
Nothing changed.

And nicely done: 1000th post! ;)

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