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Topics - yparghi

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Here's the link: https://store.steampowered.com/app/471720/K_Station/

I made K Station 5 years ago using SFML, and launched it on Steam. It flopped then -- but it's free now! If you're into adventure games (especially the old school like Space Quest, Grim Fandango, Zork...), then this one's for you.

I said it back then when I announced the original launch here, but SFML was a lot of fun to work with. Any bugs in the game I knew were my fault!

Have fun -
Yash (@yashparghi on Twitter)

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Window / Non-English keyboards for an English text-based game
« on: May 08, 2016, 08:05:32 pm »
I'm making an adventure game where you type in text commands in English, like this:



I know this is broad, but are there any specific practices or considerations to handle non-English keyboard layouts in my code?

My command input only accepts a-z, 0-9, space, and backspace, so per the SFML tutorial my game loop looks like this:

      if (event.type == sf::Event::TextEntered) {
        if (event.text.unicode < 128) {
          char charEntered = static_cast<char>(event.text.unicode);
          if ((charEntered >= 'A' && charEntered <= 'Z')
              || (charEntered >= 'a' && charEntered <= 'z')
              || (charEntered >= '0' && charEntered <= '9')
              || charEntered == ' '
              || charEntered == '\b') {
            // Show the next letter...
          }
        }
      }
 

In other words, I toss out everything except a handful of ASCII chars.

Does anyone see any pitfalls in this approach with respect to foreign keyboards? Do you think this is generally sufficient so that someone using a French layout, or a bilingual Hindi/English keyboard, will be able to type in English correctly?

I'm not well versed in internationalization issues, so any non-English insight is appreciated.

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SFML projects / K Station: An adventure game of disappearing lives
« on: March 23, 2016, 05:49:21 pm »
K Station is my Space Quest-inspired sci-fi adventure game.

Vote for us on Steam Greenlight!: http://steamcommunity.com/sharedfiles/filedetails/?id=649211984

It's New Year's Day, 2319, and the happy denizens of K Station are disappearing one at a time. That's all you know.

You are Maya, a lab assistant and government employee working on K Station. You're hung over from the New Year's Eve party, cranky, street-smart, and a little tired.

K Station is an adventure game where the world and story are collapsing, room by room and life by life. Discover new lives, new hopes, new dreams and new disappointments -- all from the friends and coworkers you thought you knew.

Trailer:
http://www.youtube.com/watch?v=1SXNYnyjicQ






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I'm writing a 2D pixel art game in SFML and I want to add some simple mood lighting effects, such as a fluorescent lamp hanging overhead, or a glowing button on a computer console. Any thoughts on using OpenGL shaders vs. plain SFML/C++ code to do this?

I figure I could implement lighting well enough in SFML using overlaid textures and blend modes and my own pixel-crawling logic. Then I wouldn't have to worry about learning GLSL, graphics card compatibilities, avoiding "deprecated" features like gl_FragColor, etc. etc. Performance is probably not an issue since my game is visually simple.

But maybe someone with more experience knows reasons I should suck it up and use a proper shader. Any thoughts on these general approaches? Thanks for input.

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