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Messages - Lo-X

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SFML projects / Re: Nihil - 2D Platformer
« on: December 12, 2017, 02:22:42 pm »

Really nice project you have :)
Is there some kind of story for the game you can provide here ?
I don't know if it's only from the video but the sounds are kinda loud, I would polish them a bit and add some music in the background maybe.

Nice work, and thank you for providing the sources, it always is interesting to look at the decisions people made :)

SFML projects / Re:creation - a top down action rpg about undeads
« on: July 25, 2015, 03:57:16 pm »
I'm so glad you keep us up to date with your project, specially when you provide tech stuff :) Awesome work

SFML projects / Re: Simple Kana Editor
« on: June 15, 2015, 06:09:38 pm »
I don't think I have that kind of program by default on my Linux, so if I have to install something, why not that one.

SFML projects / Re: Simple Kana Editor
« on: June 14, 2015, 03:02:42 am »
oh nice, it will make my life easier the few times I read my Japanese lessons!
Or it gives me another reason to be more serious about my learning.

Anyway, that's a nice idea, thanks!

General discussions / Re: SFML Blueprints - Another SFML book
« on: June 02, 2015, 03:16:56 pm »
Isn't the screenhot part of the sample Box2D Integration?

I guess it is and I think it's nice to demonstrate how "real" physics would do when applied to that game :p

General discussions / Re: SFML Blueprints - Another SFML book
« on: June 01, 2015, 04:34:11 pm »

I buy it as soon as my kindle battery is filled up! I'll give full feedback as soon as I read it. But just looking at the summary, it sounds like it completes the previous book by taking another road to the same results. I can't wait :)

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 21, 2015, 07:47:12 pm »
This should answer all your questions.

I'll check out compile time Event Systems. My system is just one of the first ones I've come up with. Maybe I'll find something more convenient and awesome. :)

Yes it does answer ! Maybe the template parameter has been considered as HTML, does happen sometimes on blogs.

The observer pattern way is fine, there's nothing wrong with what your doing. I just wanted to point out other way of achieving messaging, with different pro and cons.

Anyway your game isn't just amazing to see, the code looks nice even if we just have the right to see snapshots :)

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 21, 2015, 07:31:38 pm »
Did you use std::tr1::function for callbacks

You can use std::function without ::tr1 for a little while now :)

void GUIPlayingState::onHpChange(int senderId, const std::shared_ptr& e) {
    auto event = std::dynamic_pointer_cast(e);
    int hp = event->hp;
    ... // do some stuff!

With that code, how do you do the link between you HpChangedEvent and the right callback to call (as your registerCallback() method doesn't take the type of event as parameter. And how do you register callbacks with different signatures ?

I don't like that way of doing so much, because everything is done at execution. Plus you have to tell your Subject class (in that case Player) when the Observer is destroyed.
I prefer compile time Event Systems, zagabar has a good one in his Featherkit lib using structs. Again I guess it's harder to bind such a system to Lua compared to a simple Observer pattern (which does the job well anyway).

SFML game jam / Re: 4th SFML Game Jam Announced
« on: May 21, 2015, 06:49:23 pm »
The problem about the theme you didn't like brings me back to my message before the jam concerning the vote limitation.

Have you guys let "0" (not +1 nor -1) for that specific theme ? Because if just one person had voted -1 another theme would have been out.

I say that without having though much about it. Perhaps I say crap.

General discussions / Re: void pointer
« on: May 21, 2015, 01:14:34 am »
I dn't see how a void* pointer would help knowing what sprite the mouse is on, you can check that by getting the mouse coordinates and use the contains() method of the sprites bounding rects.

But if for any other reason you need to embed data along with your sprite, you can simply create your own class and inherit from sf::Transformable and sf::Drawable. That class would contain a sprite or whatever you want to draw and any other information you need.
See this tutorial chapter for an example

Do this solve your issue or did I missed the point ?

SFML game jam / Re: 4th SFML Game Jam Announced
« on: May 19, 2015, 09:06:26 pm »
You quoted me saying that we were all saying the same thing but I actually pretty much agree with what you followed the quote with.

Yeah, sorry, to be honnest I hit the first quote in the previous messages list and I should have chosen it with more care. My bad.

This, though, is not an excuse as it didn't stop one person submitting their entry  :P

I hope people don't give up if they are working and didn't meet the first deadline.

I agree with both these statements as a jam is a good opportunity to do a draft/a proof of concept of a game. No way a real full game can be done in so little time. The whole purpose is to improve the game aftewards. So people should indeed post what they have even if it's not playable/crashes all the time/whatever.

SFML game jam / Re: 4th SFML Game Jam Announced
« on: May 19, 2015, 08:14:11 pm »
(3 submitted games out of 13 votes)

There are "only" 9 upvotes (the 4 other are downvotes)

I agree. I wasn't too happy with the theme

I quote that but I could have quoted the three of you. On the 10 final themes there are only 3 themes I consider very specific. So I think most people wanted generic themes. I do. A specific theme is a strong constraint and I think games that would result will be way more similar than with a theme that stays open. I have a hard time to understand how a generic theme would stuck people more than a specific one. But of course everyone's mind is different and valid about what a good and a bad theme is. That's why there is a vote.

Those that did care for the theme apparently didn't enough to make a game.

I kinda take the bad way your comments about people not partipating but voting... Please mind the tone the three of you use. I feel already bad enough I couldn't be there.

When I sent my theme ideas and when I voted I knew I would not be able to make a game, simply because I was out all weekend. I hesitated to vote but here is what I though. This is a community jam and in the community there are people that can't make a game in such a narrow period of time. Maybe they just wanna play games about a theme they like and see (I should even say admire) what other people can do. Is this wrong? IMO a community jam (or anything else for that matter) means the community has its word to say, that's where all the greatness comes from.

Plus there are maybe people that started their game and couldn't finish it.

In a few words: people didn't voted just for the sake of sabotaging the jam but at the contrary to be involved and to make it live.

SFML projects / Re:creation - a top down action rpg about undeads
« on: May 14, 2015, 05:17:16 pm »
You recommend encode them to binary/resource files, or compile as libraries? What's your method?

I don't know what he does but Lua is "compilable" with luac

SFML game jam / Re: Question about development process for game jam
« on: May 14, 2015, 11:07:13 am »
The rules will soon (tm) be on the sfml game jam website so it will be easier to refer to them when needed :)

SFML game jam / Re: Question about development process for game jam
« on: May 14, 2015, 04:38:25 am »
As stated in the rules, you can use pretty much any library you want as long as it's not a direct "competitor" of SFML (like GLFW, SDL, Allegro, etc).
You can obviously use your handmade game engine.

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