Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Topics - KarmaKilledtheCat

Pages: [1]
SFML projects / Faster
« on: December 03, 2013, 03:47:28 am »
Hello everybody! I am creating a small platformer called Faster. The end goal for the game is to have a random level generator that creates rooms for the player. I plan to release Faster as a free open-source game on the computer then re-write it using C# and XNA for the Windows Phone, and Lua and Corona for Android and IOS.

The game consists of 20X20 "rooms" full of obstacles that the player has to get through to reach the exit to the room. The player has 20 lives(that may be changed to 20 lives per room depending on how hard I decide to make the game). The only thing I have left to work on is the level generator and making some minor adjustments then the game is ready to be released!

Game download link(source and executable):

This download includes everything you need to run the game in the "Faster" file and the source code for the game in the "Faster Source" file.

Also, in the options screen to change the options hover your mouse over the option you want to change and press the left arrow key to lower the value and the right arrow key to raise the value(I may change this to something that is easier to use in the future). The only option that will be saved is the "volume" option. The others are disabled and do nothing(these options will be replaced with other things later).

This is my first attempt at a game or any large programming project so I would appreciate any feedback you have about the game mechanics, my code, or anything else. I am also looking for some feedback on the performance of the game. The frame rate limit is locked at 60 but if the game drops below that at any point please tell me and include your computer's specs in the comment.

I will be able to update the post to provide a video and screenshots soon. Also the sound is obviously temporary. It is just some things I found that I thought were funny at the time and they stuck.

Thanks for your time and I hope you enjoy the game!


Screenshots are now attached at the bottom.

(Update: 2/5/14)
I have updated the download link to the current state of the game. I have made the random level generator and it is working well but is not complete. It may make a level that is impossible to complete and if this happens just hit the "n" key. It will generate a new level. Also, if you get to a place in the level where it is impossible to complete, hit the "r" key to reset the level. The levels that will be created will not be very exciting right now. It works by placing predefined groups of tiles around a line that is made from one side of the room to the other. I have only created 3 groups so far but I will obviously be adding more once the level generator is complete.

I have also fixed a few of the bugs in the game. Most of them were collision issues. There are a few bugs that I need to fix with the random level generator.

I have also changed the music to a song I made in Garage Band three years ago. I know it's terrible, I will make the final music once the game is complete.

General / Calculating an angle from the points of a line
« on: November 10, 2013, 04:51:40 am »
I am trying to rotate an image so that it is always pointing at the player. I have two lines, the first point of both of them is on the image and the second point of one line is on the last position of the player, and the second point of the other one is on the current position of the player (these lines are sf::Lines vertex arrays). To rotate the image I need to get the angle between the two lines. Does anyone know how I can get that angle with only the points from the lines?

System / Getting multiple key presses in the same frame
« on: September 21, 2013, 01:14:08 am »
bool InputManager::KeyPressed(int key, sf::Event Event)
        if (Event.type == sf::Event::KeyPressed)
                if (Event.key.code == key)
                        return true;
        return false;

I'm using this code to handle input in my game but this function can't receive 2 key presses in the same frame(even with 2 separate function calls). Does anybody have any ideas to fix this?

System / Window.pollEvent() problems
« on: August 28, 2013, 04:39:57 pm »
I am making a game with sfml but have run into a problem. Whenever the program gets to the Window.pollEvent() function it stops until I give the program some kind of event(keyboard press, mouse movement, mouse clicks, ect.). Does anybody know how to make the program keep running even if it isn't receiving an event?

This is my main loop where the problem is:
//SFML libraries
#include <SFML/Graphics.hpp>

//Faster files
#include "globals.h"
#include "ScreenManager.h"

int main()
        sf::RenderWindow Window(sf::VideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32), "Faster"); //create the window
        Window.setFramerateLimit(60); //set the frame limit to 60

        ScreenManager::GetInstance().Initialize(); //Initialize the screen manager
        ScreenManager::GetInstance().Load(); //load the splash screen from the screen manager

        while (Window.isOpen()) //while the window is opened
                sf::Event Event;
                while (Window.pollEvent(Event)) //the game loop
                        if (Event.type == sf::Event::Closed) //if the close button is hit
                                Window.close(); //close the window

                        ScreenManager::GetInstance().Update(Window, Event); //update the screen manager
                        ScreenManager::GetInstance().Draw(Window); //draw the screen

                        Window.display(); //display the window
                        Window.clear(); //clear the window

Graphics / drawing a pointer to a sprite
« on: August 27, 2013, 02:17:58 am »
I need to store sprites in a vector but with what I'm trying to do I need to use a vector of pointers to sprites. When I try to draw the pointer to the sprite I get a compile error saying that the Window.Draw() function cannot take a pointer to a sprite. Does anyone know a way to draw a pointer to a sprite?

Window / Window.GetEvent() problems
« on: July 02, 2013, 08:35:56 pm »
For some reason my program stops at the Window.GetEvent(Event) function unless a key is being pressed or the mouse is being moved. Has anybody else had this problem and do you know how to fix it?

Pages: [1]