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Topics - silverweed

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Feature requests / Pausable clock...?
« on: September 23, 2015, 07:32:54 pm »
There have been already a couple of discussions on this, but none has a definitive answer, so I'm proposing this again.

I think the sf::Clock class would greatly benefit from a pause() and resume() method, since more often than not games can be paused and resumed as well, and this usually needs some internal timers to be paused when the game pauses and resumed later.
Of course, one can use a third party implementation - and it's pretty trivial to implement this by oneself - but having a standard API would be a better option.

Adding these two method would not break compatibility, but if sf::Clock is not to be changed, a new class could be added with the same interface as sf::Clock plus these methods.

(If API change is problematic, this may be considered for SFML 3)

2
Feature requests / Why are get*Bounds() outside of sf::Transformable?
« on: August 22, 2015, 02:11:24 pm »
I noticed that all SFML classes deriving from sf::Transformable separately implement getLocalBounds() and getGlobalBounds(); what is the rationale for this choice? Since Transformable provides all the various setPosition(), setOrigin() etc, wouldn't it make sense to push the get*Bounds() methods upwards in the hierarchy, at least as a virtual method?

3
SFML projects / Lifish (a game similar to Bomberman)
« on: July 15, 2015, 02:54:18 pm »
Hi, everyone!

I'm developing a game named "Lifish", which is meant to be an open source clone of an old MacOS-exclusive shareware game called "BOOM".

BOOM is a very fun game and one of the first games I've ever played, so I decided I'd try and create my own game taking inspiration from it.

It's nothing very fancy, but being my first time with SFML - or C++ graphical game development at all - I didn't want to bite more than I can chew :)

ATM most of the textures I'm using are taken directly from the original game, but I'll replace them with original ones as soon as the game itself works.

Here is a sample screenshot of the first level:

Game mechanics
As you can see from the picture, each level consists in a 15x13 grid where entities move; the players (currently up to 2) must kill all the enemies in order to advance to the next level. The way they do that is like in Bomberman: you basically deploy bombs to kill enemies and destroy walls (there are some differences though: for example, bombs don't block the transit and you start the game with a higher number of maximum bombs allowed: from 5 to 8 ).


The original game has 80 levels (with boss fights each 10 levels); Lifish is not restricted to stick with the same number though: it's really easy to mod the level set (it's plaintext in a JSON file).

Source code
The repository for the game is on Github; the game currently compiles and runs correctly, but many features are yet to be added (e.g. currently enemies don't even shoot you :D), so it's not really interesting right now (moreover, textures taken from the original game are not included, since there may be copyright issues and I don't want to steal other people's work). I'm proceeding quite fast, though, so I hope the first release will come soon, hopefully before fall comes.

Stay tuned for updates!  ;)

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