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Messages - SpectreNectar

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1
General / Re: What sound format best suits our game?
« on: July 12, 2017, 08:09:28 pm »
Play back time. On all files, but only slightly.

For converter we used both REAPER and Audacity.

John discovered the decrease in duration after noticing the music was different after conversion.

2
General / What sound format best suits our game?
« on: July 12, 2017, 12:00:46 pm »
Hello audio devs,
we used to store music and sound effects in separate .ogg files but now we noticed that the total clip length of each file has decreased after conversion from .wav. This is especially unfortunate for music/voice acting clips because quality decreased as a result.

What is your experience and what can you suggest we do in the future?

Cheers
http://giantgoblinstudio.com

3
SFML projects / The Night Christmas Ended (Now on Steam)
« on: December 05, 2016, 01:35:19 am »
Greetings everyone,


With much cheer I hereby announce that our most ambitious game to date is released  ;D It finally got wrapped up so to speak  ;D

I made a post of the beta version here a while back:
http://en.sfml-dev.org/forums/index.php?topic=19419
Since then, the 'Graphics Design Goblin', the 'Director, Dramaturg and PR Goblin', myself the 'Programmer Goblin' and some friends have gotten together and finalized our conjuration, this Christmas tale of epic proportions, for everyone to enjoy. The difference should be clearly noticeable, and we put a lot of work into this before putting it out for sale. Loads of added content, features and polish. And all in SFML of course ^^

So without much further ado, I present you:

The Night Christmas Ended (Trailer)


Find it on Steam: http://store.steampowered.com/app/558440/


Synopsis
Be an utter christmas bastard in this 4th-wall-breaking, narrated, christmas rampage (shmup). Play together with the world's biggest goblin, as the two of you blackmails santa, flies away on rudolph, fights evil-siberian-pet-pinetrees plus a legion of equally scary candy, and heaps more!

  • Our take on a casual shoot 'em up (including, but not limited to, something in the vein of the ol' Buster Bros)
  • The whole tale is fully voiced by actors (told ya it'd be narrated!)
  • Play with a friend in local co-op (jump right into story mode where you left off)
  • Try to save christmas (or don't)
  • Support for USB Controllers (and misc options)
  • The Giant Goblin will complain if you control him badly (or praise you for being a bad guy)
  • Full of surprises and strange things (scattered throughout 7 winter wonderlands)


Giant Goblin Studio
About us, info: http://giantgoblinstudio.com/
Inquiries: contact@giantgoblinstudio.com

Social media etc.
Twitter: https://twitter.com/Giant_Goblin_S
Facebook: https://www.facebook.com/GiantGoblinStudio
YouTube: https://www.youtube.com/channel/UCbL7VAZ52epfWI6PjzOLRVg


HO! HO! HO!




Happy holidays,
SpectreNectar & The Goblins

4
SFML projects / Re: Racod's lair - a coop dungeon crawler [Demo Release]
« on: August 10, 2016, 10:45:31 pm »
Gave it a try and I found it really enjoyable except it wouldn't work with my xbox one mini controller.
But I'm just glad the controls are customizable for once ^^

This has a lot of comments and I didn't read all of them so maybe it's been mentioned. Sorry :)

Anyway I hope to see this again in a alter version - if I do I'll definitely download again.

5
General discussions / Re: SFML 2.4.0 released
« on: August 10, 2016, 02:49:36 pm »
Awesome ^^
I've been getting back into Sfml and really appreciate the work put into it (like everyone else) .

Edit
Wait - I just read the new docs - does this mean sf::shader support 3D vector and 4D matrix now?!
That's amazingly exciting news :-D

6
SFML projects / Re: A Goblin's Xmas Tale
« on: November 28, 2015, 01:07:06 pm »
Thank you very much. And I'm glad you mention it.
This game relies entirely on SFML as it uses sf::RenderWindow to open the display, sf::Sprite for all graphics (except debug rendering of hit boxes) (and text but that uses sf::Text instead), all events and input go through sf:Event and sf::SoundBuffer handles the sound and many others like sf::Vector2f and sf::Clock are used all the time. So all in all this game is pure SFML. Maybe wrapped inside some helper classes but nevertheless.
I should really use this opportunity to thank the SFML developers and this community as without them this would not have been =) So thanks!

7
SFML projects / Re: A Goblin's Xmas Tale
« on: November 27, 2015, 05:55:43 pm »
I'm very glad you think so. I can see how that is misleading, I'll update the description as this can indeed be played single player.
It should also be quite clear from the trailer. Is there a way to embed the Youtube trailer in this post?

8
SFML projects / A Goblin's Xmas Tale
« on: November 27, 2015, 11:37:28 am »


Out now!
Itch.io: http://giant-goblin-studio.itch.io/a-goblins-xmas-tale
GameJolt.com: http://gamejolt.com/games/a-goblin-s-xmas-tale/110149
IndieGameStand.com: https://indiegamestand.com/free-games/2318/a-goblins-xmas-tale/
64Digits.com: http://www.64digits.com/games/index.php?cmd=view_game&id=5884


A Giant Goblin's Xmax Tale
In this 4th-wall-breaking game you take control of the Giant Goblin who has just shot down Santa on Xmas night. Together, you and the Giant Goblin will go on a merry-old-fashioned-evil-ghost-candy-killing-holiday rampage, to maybe save Xmas from the jerk, Valdeze, who has stolen the naughty-and-nice-list and all the presents.

  • The whole tale is fully voiced by actors
  • 2D pixelart arcade comedy/horror shooter
  • The main game can also be played local co-op
  • Local 4 player VS. mode
  • The Giant Goblin will complain if you control him badly
  • Full of surprises and strange things










Website: http://giantgoblinstudio.com
Twitter: https://twitter.com/Giant_Goblin_S
Facebook: https://www.facebook.com/GiantGoblinStudio

9
General / Re: PhysFS, 7zip and PNG gives crash
« on: October 10, 2015, 05:23:02 pm »
EDIT: It seems this works when I add to a 7z archive with no compression .. Which only changes filesize by 2MB anyway. Thanks for your time.

I'm not sure how.

I commented out what I did earlier (loadFromStream), updated with loadFromMemory, but got the same result:
sf::Texture* Sprites::load(const std::string& path) {

    PhysFsStream gfxStream;
    gfxStream.open(path.c_str());

    void* data = malloc(1024*1024*4);
    gfxStream.read(data, 1024*1024*4);



    sf::Texture* img = new sf::Texture();
    if(!img->loadFromMemory(data, 1024*1024*4)) {
        delete img;
        img = 0;
    }

    free(data);

/*
    sf::Texture* img = new sf::Texture();
    if(!img->loadFromStream(gfxStream)) {
        delete img;
        img = 0;
    }*/


    return img;

}

10
General / [SOLVED (sort off)] PhysFS, 7zip and PNG gives crash
« on: October 10, 2015, 05:09:26 pm »
Not sure if right forum but I'm clueless and here goes:
I'm trying to use PhysFS to load png files and draw them with SFML .
Using 7zip (15.8) file manager for file compression I have successfully done this but with the zip format rather than the 7z format.


I get this from the console with 7z:
Failed to load image from stream. reason: image not of any known type, or corrupt

Any ideas what could cause this?

11
General / Re: SFML + Emscripten ?
« on: October 04, 2015, 05:14:57 pm »
Alright, thank you.
I'll figure out something else then...

12
General / Re: Mouse::setPosition problem with View
« on: October 04, 2015, 05:13:14 pm »
I don't know if you're already aware but without the relativeTo argument passed in this function works relative to the desktop coordinates and not the windows size. Hope this helps.

13
General / SFML + Emscripten ?
« on: October 04, 2015, 05:06:41 pm »
I'm trying to get a game made in SFML inside a browser.

So I found Emscripten which I thought could do it easily. I was wrong. After setting it up and trying to compile I get this: "This UNIX operating system is not supported by SFML library" (config.hpp:92)

Apparently it wasn't meant to be easy. So is there anything I can do to achieve my goal? Maybe compile SFML myself and set the directive to one of the other Unix options? I could use a hint or two.

14
General / Re: libstdc++-6.dll error
« on: July 07, 2015, 03:01:02 pm »
Its a lengthy process. I'll have to do it later today when I have better time.

Thanks a bunch so far

15
General / Re: libstdc++-6.dll error
« on: July 07, 2015, 02:18:29 pm »
I use Cmake-gui and I didn't change the compiler from the default. The default compiler/settings when I run cmake-gui now is:

Code::Blocks Mingw makefiles
Use default native compilers
(see attachment)

EDIT
My path variable:
C:\ProgramData\Oracle\Java\javapath;%SystemRoot%\system32;%SystemRoot%;%SystemRoot%\System32\Wbem;%SYSTEMROOT%\System32\WindowsPowerShell\v1.0\;C:\Program Files (x86)\ATI Technologies\ATI.ACE\Core-Static;C:\Program Files (x86)\CodeBlocks\MinGW\bin;C:\Program Files (x86)\Common Files\Adobe\AGL;C:\Program Files\Microsoft SQL Server\110\Tools\Binn\;%HAXEPATH%;%NEKO_INSTPATH%;C:\Program Files (x86)\Windows Kits\8.1\Windows Performance Toolkit\;C:\Program Files (x86)\Windows Live\Shared;C:\Program Files (x86)\Dr. Memory\bin;C:\PHP\bin\php\php5.5.12;C:\ProgramData\ComposerSetup\bin;C:\GTK\bin;C:\Program Files (x86)\AMD\ATI.ACE\Core-Static;C:\Program Files (x86)\Skype\Phone\;C:\Program Files (x86)\Microsoft SDKs\TypeScript\1.0\;C:\Program Files\Microsoft SQL Server\120\Tools\Binn\

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