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Topics - SoulBlade

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SFML projects / Endaeva - A Universe-Sandbox RPG!
« on: June 02, 2012, 10:47:38 pm »
UPDATE 6/11/2012:
Gameplay video showing new lighting experiment:




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Description:

Endaeva is a tale of death, rebirth, and evolution.  It follows the progression of an alien race of creatures powered by the stars themselves.  You are one of those creatures, a newborn, pitted to survive and grow among the old iterations.  There is only one goal on your mind: become strong enough to be the first to journey towards the center of the largest glowing light in the sky.



This game is about possibilities without bounds.  Most games limit you to a linear world and a controlled path.  I wanted a game where there were no such restrictions.  Where I could fly into the air and not hit an invisible wall; indeed, where I could fly from the ground into space and beyond.  A game where the points of light in the sky were more than just points of light, but destinations to explore with intrigue.  Where nothing is off limits, not even the most dangerous of objects.  With this in mind, my game arose.

No one example can describe what I've already made and what I envision, but throughout my life I've been inspired by great classics such as Megaman X, Supermetroid, Digger, Castlevania, R-Type, Final Fantasy Series, Terranigma, and others.

Elements from many of those greats along with alot of my own unique ideas all come together in Endaeva.



If you like what you see, and would like to know more, I've began a kickstarter to raise funds for this game and get a feel for the interest of it:



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Here are some key, unique, interesting features:

Fully modular character system

Fully destructible, persistent universe, filled with worlds

Enemies that drop every component that they are, giving you the chance of acquiring it

Intriguing back-story.  Though my game is not story-centered, I still want to make it make sense.

Massive variety of gear to loot and acquire -- and in my game, more loot means more enemies!

Depth of an RPG, complexity of a simulation, all with the simplicity of a shooter

Unique character progression

The ability to seamless transition from the ground to the sky -- NO loading, NO starmaps!

Great depth in items to equip, include: Base body, arms, guns, boosters, wings, engines, physical shields, energy shields, swords, hammers, bipedal legs, hover systems, wheel systems, and MUCH more not yet developed but planned.

Variety of stats, including: 6 damage types with unique properties and armor to match each, recovery, regeneration, health, salvage ability, and more.

The ability to not worry about all those stats and still have fun!  

Gravity changes depending what world you're on, what location in the world you're on, and the environment.  Yes - you can get things in orbit on smaller bodies.  Yes, there is no gravity at the center of worlds.  Yes, if you dig a GIANT hole, you can enter an endless loop falling through each side .

And much more!

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Most importantly, I would love feedback on the video I've shared and opinions on the ideas I'm integrating into this game.

I am posting here first because I am using SFML as my graphics library, and I wanted to express my great appreciation for such a wonderful library, and I am proud to be using it in my game!

Thanks, and I'm looking forward to hearing your feedback! :)

Thomas Pereira

2
Graphics / Copying a texture from one RenderTexture to another
« on: March 18, 2012, 07:39:34 am »
Hello,

I feel bad about posting another question so soon, but again, after a whole lot of experimentation and an inability to find information on the topic, I find myself back here for help.

Let's say you have 2  identical RenderTextures, renderTexture and renderTexture[~b].  Both have the same transformations applied to them, let's say, for examples sake, 2.0f zoom factor.  When you draw a sprite with renderTexture's texture onto renderTexture[~b] with a sprite of origin 0,0 and position 0,0, it will draw the sprite at transformed scale (since zooming is the only transformation applied).

In order to combat that, let's say you setScale the sprite to 2.0f.  Logically this would seem to work, but when you offset the sprite it seems some precision is lost in the transformation.  I will post some example code to illustrate the problem:

Code: [Select]


//Example code showing the transference of the texture
//Keep in mind that each RenderTexture has a view applied which
//has a zoom of 2.0f
//buffer variable is a bool
//handleTexture variable is a pointer to ~b's texture
renderSprite.setOrigin(0, 0);

renderSprite.setScale(2.0f, 2.0f);

//Offset by 32 pixels
renderSprite.setPosition(32.0f, 0);
renderSprite.setRotation(0.0);
renderSprite.setTexture(*handleTexture, true);
renderTexure[buffer].draw(renderSprite);

                buffer = (buffer ? 0 : 1);



My gut tells me it may have to do with some floating point math truncation in the computation of the transformation, but I could just be doing something totally stupid and just need a fresh perspective to point it out.  Thank you!

3
Graphics / Large RenderTexture class
« on: March 15, 2012, 10:50:39 pm »
Hello,

I was wondering if any in this community have developed a class to handle renderTextures beyond a graphics card texture limit that uses the same getters and setters as the original class.  I was about to begin my own work on this, but I figured this is probably something another has done so there is no harm in checking.  

Basically, I see this Large RenderTexture class as having all the same methods as the original RenderTexture, the only difference being it will automatically handle sub-dividing into an appropriate number of textures in order to stay at or below the maximum texture size for a graphics card.  As for getting the texture and drawing it, could just keep track of the offset per sub-texture and set a sprites position to that offset when trying to use it.  Anyway, has anyone done this or something similar?  Did I search and couldn't find anything, save the "Thor" library which deals with textures themselves, not renderTextures.

Thanks.

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