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Messages - NeroGames

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1
Graphics / Re: How to make a functional main menu without headers?
« on: January 04, 2022, 07:55:20 pm »
you can do something like this, you switch between the states in your game loop

enum GameState {Menu, Play, Help}

GameState currentState = Menu;

while(true) //game loop
{
        switch (currentState )
        case : Menu
                inputMenu(); updateMenu(); drawMenu();
               
                if(buttonPlay) currentState = Play
                if(buttonHelp) currentState = Help

        case : Play
                inputPlay(); updatePlay(); drawPlay();
               
                if(buttonMenu) currentState = Menu
                if(buttonHelp) currentState = Help

        case : Help
                inputHelp(); updateHelp(); drawHelp();
               
                if(buttonMenu) currentState = Menu
                if(buttonPlay) currentState = Play
}

2
Graphics / Re: How to make a functional main menu without headers?
« on: January 04, 2022, 07:42:03 pm »
Hello irisetto,

If I get it, you've created three separate projects for each window (menu, help, game), which means you have three software (three executables) each one with its own game loop. If this is the case you are doing it wrong.

1 - You only need one project (one game loop, one executable)
2 - What you are trying to build is commonly called "Games States" and it can be done with a "State Machine" (it's not the only method though :) )
3 - You can search "SFML game state" or refer directly to the source code of SFML Game development book, chapter 5 https://github.com/SFML/SFML-Game-Development-Book
4- A simple solution would be to use "if else" or "switch" statement and draw only what needs to be drawn (menu, help, game)


3
SFML projects / Re: Top Down Soccer/Football game with SFML and BOX2D
« on: December 29, 2021, 05:51:07 pm »
This is awesome, is there a demo to try, are you planning to release it on a platform like Steam ?

4
SFML projects / Re: Nero Game Engine
« on: December 19, 2021, 01:23:19 am »
I'm still using ImGUI,  The great thing about it, is how easy it let you update the UI, you can remove or add any part of UI at each Frame. This is good for applications where selecting or removing an object updates the UI.

The downside is that it isn't very intuitive, sometimes you don't know where to place items like popups and windows inside your code.

The best UI system would be a traditional UI like (SFGUI and QT) that provide some ImGUI widgets. This way you build your UI traditionally and if part of your UI needs to be updated regularly you use ImGUI just for this part.

5
SFML projects / Re: Nero Game Engine
« on: December 18, 2021, 01:52:29 am »
Project Status

Hi, how do you do ! I disappeared for a few months  :o. I was busy with school, it was my last semester, had to work on a project and write a lengthy report  :o :o. I'll be back on soon 8).

Happy holidays !


6
SFML projects / Re: Nero Game Engine
« on: August 07, 2021, 05:10:51 pm »
Nero Game Engine v2 Update : Explorer View

Hi everyone how do you do ?

The development of the Engine is progressing very well, I had to rewrite the Mesh Class, took me more time than expected  :).

Scene Graph

At the top of the Explorer view, you now have the Scenegraph. You can use it to browse through all the objects inside the current level.



Game Object Properties

At the bottom of the Explorer view, you can edit the properties of the selected object. I'm still working on this one  8).



Demo video

http://www.youtube.com/watch?v=p7Ra4oOYzP8

What's next

It's time to bring back the Mesh Editor, when that's done I'll bring back all game object types : Sprite, Animation, Mesh, Text, Light etc.

7
SFML projects / Re: Nero Game Engine
« on: July 14, 2021, 02:29:14 am »
Nero Game Engine v2 Update : Game Levels (part 3)

Hi everyone! How do you do   ;D?

Building the Game World

It's now possible to add objects into Game Levels and build your Game World. Saving and Loading Levels work fine  8)
The video below shows the full process from creating a new project, adding game levels, and editing the game world

http://www.youtube.com/watch?v=AEtaAviZ7K8

What's next

I'll continue transferring all the features of the First Engine and work on the Editor Interface (Explorer, Edit object properties, etc.)

Current RoadMap

In order to reach the next release, I'll have to complete the following features

  • Building the Game World : Implement all the features of the First Engine regarding the creation of Game World (mostly a lot of work on the Editor Interface)
  • Playing the Game : Make Game Levels playable inside the Editor in real-time like with the First Engine
  • Releasing the Game : Make the Editor generate your final game package with one click :)

That's all have a good day !


8
SFML projects / Re: Nero Game Engine
« on: July 06, 2021, 02:56:31 am »
Nero Game Engine v2 Update : Game Levels (part 2)

Hi everyone!, how do you do  :)

Managing Game Levels

The Engine Editor loads one Game Level at a time, which means it is possible to "Open" and "Close" a Level.

When a Level is opened, it will appear in full orange background in the Level List view (image below, the second level "Gate of Fate" is the one currently opened). Also, the name of the opened Level appears on the bottom left of the canvas.

You can open and close levels manually with the buttons on top of the Levels list view. First, you have to select the level you want by simply clicking on it. Selected Levels have an Orange border. (image below, the third Level "End Gate" is currently selected).



Game Level Resources

Once a Game Level is opened you can access its resources (sprites, fonts, etc). Each Level manages its own resources. The Resource Browser Tab (image below) only show the resources of the currently opened Level

Each time you import resources (sprites, fonts etc.) They get copied in the level  resource directory at Project-Name/Scene/level/Level-Name/resource



What's Next
It is time to start building Game Levels, Next time the Engine will be able to build levels, save them and restore them when the Editor restart.

Have a good day  8).

9
SFML projects / Re: Nero Game Engine
« on: June 26, 2021, 07:14:09 am »
Nero Game Engine v2 Update : Game Levels (Part 1)

Create Game level

It is now possible to create Game Levels with the Engine. On the top right of the Canvas, there is a button "New Level", when you click on it a popup will open up and let you create a new level. The Level View at the button shows you the list of existing levels.



Game Level Directory

When a new level is created, a new directory is also created under "Project Folder/Scene/level/level_name". The directory contains all the data relative to the level : game assets, settings, etc.



Game Level Class

The Engine generates automatically a new class for each level under "Project Folder/Source/Project Name/cpp/level/".

////////////////////////////////////////////////////////////
// Project One
/////////////////////////////////////////////////////////////
#ifndef GATEONEGAMELEVEL_H
#define GATEONEGAMELEVEL_H
///////////////////////////HEADERS///////////////////////////
//Nero
#include <Nero/core/cpp/scene/GameLevel.h>
//Boost
#include <boost/dll/alias.hpp>
/////////////////////////////////////////////////////////////
namespace ng
{
        class GateOneGameLevel : public nero::GameLevel
    {
        public: //Utility
                        typedef std::shared_ptr<GateOneGameLevel> Ptr;

                public: //Factory
                        static nero::GameLevel::Ptr createGateOneGameLevel(nero::GameLevel::Context context) noexcept;

        public: //Scene core
                                                                                GateOneGameLevel(nero::GameLevel::Context context);
                        virtual                    ~GateOneGameLevel() override;

                        virtual void                            init()                                                          override;
                        virtual void                handleEvent(const sf::Event& event) override;
                        virtual void                update(const sf::Time& timeStep)    override;
                        virtual void                render()                                                    override;
    };


    //Class export
        BOOST_DLL_ALIAS(ng::GateOneGameLevel::createGateOneGameLevel, createGateOneGameLevel)
}

#endif // GATEONEGAMELEVEL_H
 

What's next

In my next post we'll talk about managing Game Level assets and World Chunks

10
SFML projects / Re: Nero Game Engine
« on: June 19, 2021, 07:23:49 pm »
Hi Seim2k,

Right now I'm focusing on Windows only, between coding and running the website I don't have much time left to work on other platforms.

Maybe after I release the first version I'll compile it for Linux.

11
SFML projects / Re: Nero Game Engine
« on: June 12, 2021, 06:45:14 pm »
Project Update

Hi, how do you do :), the summer is here, I'm back working on the engine regularly.

Latest Progess

Below you can see an overview of the Engine Editor Architecture. I'm currently working on the following : Level Builder, Screen Builder and Startup Screen Builder. The goal is to transfer and improve the features of the Engine v1 to the new engine and make a release in about two months.

I work directly on GitHub now, the latest code is on the branch engine/v2.



Coding Level

The Engine will offer three (3) levels of coding.
  • The first level is your Scene class (like in the Engine first version).
  • The second level is your Levels and Screens classes. Each time you create a new level or screen a new class will be created
  • The third level is a Game Script. A game script can be created and attached to any object like a component. Several Game scripts can be added to the same Game Object





What's next

In my next post, I'll present in detail the Engine Game Level and Game Level Builder features. Have a good day.

12
SFML projects / Re: Nero Game Engine
« on: March 17, 2021, 11:46:19 pm »
Update 2 : Changing the Engine website name

All broken links should be fixed now :).

I added an additional domain name for fun, you can access the website at https://nerogameengine.com

13
General / Re: How to use SFML with x64
« on: March 17, 2021, 12:10:13 am »
How did you link SFML ? may be you linked it only for 32bits, so in 64bits there is simply no sfml

14
SFML projects / Re: Nero Game Engine
« on: March 16, 2021, 05:15:20 pm »
Update 1 : Changing the Engine website name

The website is now running on the new domain name https://nero-games.com.

There are many broken links, they will be fixed during the next 24h. I'll do another update to inform you

The old domain name will remain active for a year or two before it gets discarded.

15
SFML projects / Re: Nero Game Engine
« on: March 16, 2021, 08:22:53 am »
Changing the Engine website name

The Engine website will be down for a few moments, I'm changing the domain name from https://nero-game.com to https://nero-games.com. Just added an "s" at the end  :D

The old domain https://nero-game.com is still available and will redirect automatically to the new one.

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