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Messages - Yatan vesh

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1
High school c++ books suck. Well I'll get started on these concepts and maybe then i'll see things more clearly. Thanks for your interest jesper.

2
SFML projects / Re: Cinnamon Warfare
« on: December 25, 2015, 06:16:42 pm »
lol awesome game! I must say, you people've really put an effort in making this! Loved the artwork and gameplay! And merry christmas to you too buddy

3
I checked it out. Whoa dude that code went wayyyy above me! That is much more advanced than the one i implemented!

4
Presenting Music Manager for you and your SFML projects! Its easy to use and sets up in minutes! :D
It works just like the one we see in racing games like Need for Speed!

                                                                    ...::The Music Manager::...




Here I'm using it in a Snake game i made :)
It loads all the tracks automatically,changes track automatically and end button changes current track.
The Music player searches and loads tracks in the "Music" folder by default. However, that can be changed using the constructor(see readme).

Github link:
https://github.com/Yatanvesh/MusicManager

important:read file rules in readme.txt

How to import:
1.Place all the files in your Project folder.
2.Import the MusicManager.cpp and MusicManager.h in your Project.
3.Create an object of the claas MusicManager and pass your renderwindow as an argument to the constructor.
MusicManager,by default will look for music files in Music/ folder of your project. However, you can change this by passing a second argument
to the constructor, a string with the location of music files.
4.use the function obj.Handler() in your main game loop and obj.DisplayPlayer() to draw the player.
5. You are done!!

Any suggestions and improvements will be cherished!

5
SFML projects / Re: Selba Ward
« on: December 22, 2015, 01:20:05 pm »
Your Sprite 3D thingy is just awesome!  :) :)
 I'll surely use it when i'm working on a new project. Thanks for sharing dude!

6
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 22, 2015, 01:15:36 pm »
I was thinking too hard how to solve the shadow problem. You sir, are a lifesaver! :D :D
That way I could Position that just a few pixels right,top,bottom or left to my sprite and move it along with my sprite. Great. Just great! Thanks buddy!!!

7
SFML projects / Re: My First SFML Game! A Game Like Space Invaders!
« on: December 21, 2015, 11:30:57 pm »
what can i say, you just taught me something great

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SFML projects / Re: My First SFML Game! A Game Like Space Invaders!
« on: December 21, 2015, 11:26:49 pm »
Couldn't agree more

9
SFML projects / Re: My First SFML Game! A Game Like Space Invaders!
« on: December 21, 2015, 11:15:20 pm »
okay wow, awesome stuff you got going there. You might not wanna close the game every time the player gets hit by those things, that was pretty annoying. Gameplay was fast and enjoyable i give you that.
And yeah, object oriented approach huh.Your class implementation isnt great but yeah, not that bad either.

Consider moving all the enemy related lines of code in your main loop to a handler function of the enemyclass. That way, you could type in every game loop:
 Enemy1.handler(..parameters if reqd);//handler is d name i generally use
Enemy2.handler(..parameters if reqd);

even the GameWindow.draw(dsdfasf) calls should be present inside the handler function of enemyclass.
Now this aint a necessity but if you want your code to be as beautiful as your code, i think you should do that.

One last thing, you might wanna move the class declaration and definitions to another file(havnt learnt that yet? no worries)

And Why the heck havnt you uploaded any screenshots yet??

10
General discussions / Re: Why do so many game take so much space?
« on: December 21, 2015, 07:20:46 pm »
Sounds, HD cutscenes , textures and high res models take up 90% of space. The compiled instructions, in comparison take nothing more than a 'speck of dust's' space

11
Feature requests / Re: sf::Distance ?
« on: December 21, 2015, 07:17:10 pm »
Hmmm what you're askins can be achieved by using simple methods. There's no need to make a whole class on that

12
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 21, 2015, 06:24:12 pm »
shadows? Awesome idea!!
wonder why i never thought about that myself. I'll Implement that as soon as i can.
Thanks for the tip buddy!!

13
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 20, 2015, 11:26:36 pm »
dude you know this shit too well. Well i just checked about that licence. most of the textures were from texturelib.com and it says "free for personal and commercial use".  Tank textures from opengameart.org. phew! I guess most of the stuff is good. I'll need to dig deeper and delete the stuff that may cause any trouble.

14
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 20, 2015, 02:35:15 am »
github has source code. Well thanks for your suggestion..i never knew that. Yea, and the sounds are freeware.Downloaded 'em from royalty free sources. And I forgot to mention, I've created many resources using photoshop like backgrounds(a road texture, sand texture and boom u have a desert scene).

15
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 20, 2015, 02:15:59 am »
heyy I'm not distributing it. This is just a test game-my first game. If it recieves good enough feedback, I might just start over again and like you say,fetch or create resources. And yea i'll credit the resources in my credits option in Main Menu. Thanks for telling that

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