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Messages - coco

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SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 08, 2013, 05:47:00 pm »
@mateandmetal => Thanks =)

Yes, boss animations are stored in huge spritesheet textures ( like all animations ), from 3 to 5 per boss. Spritesheets are absolutly needed to optimize RAM use for textures.

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SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 08, 2013, 12:57:53 pm »
@Lo-X => Yeah pleaze try it and send me back the results ( if it doesn't change anything, that's bad news for me. You may be asked to try the Beta version to check if this bug is still there. )

@AFS => If the window doesn't appears at all, it's ATI bug. Try the "fixed" dll (may crash or bug after some time, but the game will launch ).

The ati bug is now corrected ( Switched to SFML 2.0 after releasing the alpha ).

ps : You can check the resolution used by the program in the file cream.cfg ( xml ) in the bin/Release folder, and optionnaly change it.

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SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 07, 2013, 03:38:34 pm »
I have already saw that white textures. If i remember well, especially with 2 active graphic cards ( intel and nvidia/ati ).

Can you try to disable the intel graphic card and use only the nvidia one for Exodus ? It may correct the bug. The alpha is about 9 month old ( we switched to 2.0 after the alpha ), but it should work well with Nvidia cards.


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SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 04, 2013, 08:14:07 pm »
Thanks guys =)

eXpl0it3r => These dots ( energy ) are not supposed to be placeholders ^^. But thanks to point it out. We'll have a look at it.

Lo-X => Yeah but... Ubisoft ! =)

You're right about the gameplay. We wanted it to feel like old-school games. But we tried to add some cool feaures, inspired by some games we really love. There is two "diablo-like" skill trees, which allows to learn/improve specific skills using energy ( collected in the environment or by killing monsters ). There is also some sadic features ( thanks to Demon&Dark Souls =D )

You're probably right about the camera. I should add it to my Todos ( And note them )... *** sigh ***

We got 2 main graphists with their own specialities : a 2D/3D artist and a 3D animator. Some other graphists worked on specific points or parts in the game. Just to let you know, there is 550+ maps, each one with a background and foreground HD artwork ^^

-----

We use SFML for mostly everything except network features and threads.

We have three custom libs :
-One for programming tools ( Threads/Mutexes, Script engine, etc... )
-One for basic 2d Physics ( By me, but now that i've tested Box2d, i sometimes wonder why... )
-One for a 2d game engine, which includes sfml, the two libs above, and many useful features ( for exemple map/layers system, animations, gui, lights ( thanks holyspirit project ), etc... )

And Exodus uses the 2d game engine.

All in C++ =)

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Et oui, on est des français! C'est pour ça qu'on est si bons en anglais ^^ ! un gars nous a même pris pour des russes... fail ><



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SFML projects / Exodus : SFML based windows Metroidvania game
« on: February 04, 2013, 04:38:20 pm »
Hi everyone !

I wanted to introduce our project "Exodus" to SFML users a long time ago... It seems that i forgot to do it =)

It've been more than 1 year and a half that we started to work on it. Now we are really close to the end of the development, and i think it's time to share the results of our work on this forum.

The game is a platformer, more specifically a "Metroidvania".

I drop a picture, but you should have a look to Exodus' greenlight page.

Trailer :  EN | FR

Demo & Pre-Order : http://galhmac-game-studio.com/exodus-pre-order/


Questions & feedbacks are welcome =)





 

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