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Topics - ActionBoy

Pages: [1]
1
SFML projects / 30secGo - Released on indievania.
« on: November 22, 2011, 05:20:02 pm »
Just released 30secGo. A "hard platformer" I have been working on for awhile. Using SFML for everything.

The game is built around a "chip n dale"ish feel with precise controls. Right now has 54 levels and 16 achivements. Every level is handdrawn and then scanned and saved as png. Then with the ingame editor each level is tiled.

Not much more to say.

Gameplay:
http://www.verticalvertex.com/

Article over at DIYGamer:
http://www.diygamer.com/2011/11/30-seconds-complete-level-30secgo/




gameplay: http://www.verticalvertex.com/
projectpage: http://www.indiedb.com/games/30secgo/
store: http://beta.indievania.com/games/30secgo

2
SFML wiki / Get ip adress from php page.
« on: February 26, 2011, 05:35:27 pm »
This small code might help someone with a little php/sfml coding. Would it fit in the wiki?

main.cpp
Code: [Select]

#include <SFML/Network.hpp>
#include <iostream>

using namespace std;

sf::IPAddress mMyIP;

string mStringDomain    = "http://www.yourdomain.com";
string mStringURI       = "/ip.php";

int getMyIP()
{
    sf::Http Http;

    Http.SetHost(mStringDomain);

    // Prepare a request to retrieve the index page
    sf::Http::Request Request;
    Request.SetMethod(sf::Http::Request::Get);
    Request.SetURI(mStringURI);

    sf::Http::Response Page = Http.SendRequest(Request);

    if(Page.GetStatus()==200)
    {
        mMyIP = Page.GetBody();
        if(mMyIP.IsValid() == true)
        {
            cout<<"My IP: "<<mMyIP.ToString()<<endl;
            return 1;
        }
        else
        {
            cout<<"The ipadress retrieved was not valid."<<endl;
            return -1;
        }
    }
    else
    {
        cout<<"Could not connect."<<endl;
        return -2;
    }
}

int main()
{
    getMyIP();

    // Wait until the user presses 'enter' key
    std::cout << "Press enter to exit..." << std::endl;
    std::cin.ignore(10000, '\n');

    return EXIT_SUCCESS;
}


ip.php
Code: [Select]

<?php 
   
echo $_SERVER['REMOTE_ADDR'&#93;; 
?>


3
Audio / Audio, network and threading.
« on: January 15, 2011, 08:29:34 pm »
A small game running just a simple TCP connection from the SFML 1.6 tutorial. The game runs the network code from a second Thread. Everything works fine until I add music. Then the network only receives or sends corrupt data.

I think(don't really have a clue) this has something to do with how I link the projekt but im not sure.

The current setup.
-lmingw32
-lopengl32
-lglu32
-lgdi32
-lsfml-audio
-lsfml-graphics
-lsfml-window
-lsfml-network
-lsfml-system

Any ideas?

4
Graphics / Artifacts in a view.
« on: November 14, 2010, 06:53:30 pm »
The best way to try to explain this is with an example:

If you have a tilemap and all tiles have Image->SetSmooth(false);, you don't get any artifacts. But what if you want to use 'view' and zoom and get a nice smooth result? If I set all Image->SetSmooth(true); I get a nice zoom, but I also get the border around everything.

Is it possible to not get artifacts and "smooth" zoom?

5
Graphics / Ingame Paper doll
« on: July 16, 2010, 12:36:56 pm »
Me and my friend have been working on a character system that lets you change the skincolor of your character and haircolor. But what is the best approach?
As the game is really lowres, I was thinking about having a 'hairsprite' and a 'bodysprite' and then later join them so you just render one sprite. But how do I join sprites offscreen pixelperfect. I think this could also be used to create different monster at random.

Here is some screens for the game, called 'The Wastelander':
http://img820.imageshack.us/i/wastelander1.png/
http://img228.imageshack.us/i/wastelander2.png/

6
SFML projects / Simple Platformer
« on: December 05, 2009, 11:43:15 am »
Been working on a platformer for a couple of days now. The idea for the whole thing is that you load images and create a level and then draw shapes over it that works as the collision layer.

Right now it works like this:
- Loading png to a resource library
- Create sprites from a map file and the resource library.
- Each sprite can be edited. Scale, pos, rotation and color can be changed.
- Then checks collision from the shapes in the scene.






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