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Messages - Mercy404

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1
SFML game jam / Re: 4th SFML Game Jam Announced
« on: May 09, 2015, 09:18:25 pm »
I won't be able to make it this time :/ Good luck everyone!

2
General discussions / Re: The new SFML team
« on: April 22, 2014, 11:58:47 pm »
Great news! And congrats everyone!

3
General / Re: Help applying line algorithm
« on: February 15, 2014, 12:34:53 am »
I would also recommend Bresenham's Line Algorithm, but I found this resource to be a lot easier to wrap my head around the first time I implemented it.

4
General discussions / Re: SFML and Social Media
« on: February 11, 2014, 10:16:21 pm »
Google's results are always 'personalized'; Here's the Duck Duck Go (unfiltered search engine) link:
https://duckduckgo.com/?q=c%2B%2B+multimedia+library

DirectX is the first result, with a Stack Overflow answer recommending SFML and the SFML site itself coming in second and third.

5
SFML projects / Re: Council of Torment
« on: February 11, 2014, 04:37:19 am »
Nice! It's clear you've already put a lot of work into the project and it shows. Very cool that you also have basic network multiplayer already working!

6
SFML game jam / Re: Jam 2 completed! Now what?
« on: February 05, 2014, 05:35:49 pm »
I like the idea of a 1-3 week jam, maybe we could have it annually in addition to 72 hour jam?

7
SFML projects / Re: Eleutheromania - 2D RPG - Work in progress
« on: January 31, 2014, 06:42:12 pm »
Wow, that looks really impressive! How long have you been working on the project?

Also, I'm curious, what was wrong with the licenses of the available free SQLite wrappers? Are you going to release your wrapper under a more permissive license to fill the need?

8
SFML game jam / Re: Website News
« on: January 21, 2014, 02:37:15 pm »
Awesome, thanks zsbzsb!

9
General discussions / Re: Cloud storage :D
« on: January 18, 2014, 03:42:31 am »
Well I personally have ~5 4gb flash drives from over the years that are just about full with old stuff  :P

Flash drives are usually a really bad idea for long term storage. I've seen several different drives lose all their contents multiple times after they've been sitting around for a while. If you want that data to be around for a while you should think about at least putting one other copy on a mechanical hard drive. Or a cloud storage service I guess.

10
General discussions / Re: Mutual following on Twitter!
« on: January 16, 2014, 05:21:42 pm »
Just signed up, can't say how active I will be  :P

https://twitter.com/zachariahsbrown

This. Still, looks like there's too much game development activity on Twitter to ignore it any longer: https://twitter.com/Mercy110010100

11
SFML game jam / Re: Open GL - Yes/No
« on: January 15, 2014, 11:43:04 pm »
So last year I was of the opinion that if someone wanted to use OpenGL, it would be silly to tell them they can't participate because of it.

This year, my opinion has evolved somewhat. Let's be honest: there are a lot of game jams, just go look at Compohub. The SFML game jam is never going to be as big as events like Ludum Dare and the Global Game Jam. As Grimshaw said, there are basically two reasons to even run the jam at all:

  • To have a small jam among community members for fun and an excuse to work with each other and see the fruits of everyone's labor at the end.
  • To demonstrate the variety and quality of games made under tight time constraints with SFML to the game development community, and to provide good examples of interesting SFML uses or best practices.

The last jam very clearly fell under the first scenario. There was no publicity, and the whole thing was contained to a couple threads on the forum. Restricting the use of OpenGL in this setting doesn't do a lot of good.

If we were operating under the second set of assumptions, at the very least entries should be clearly marked as to whether or not they use SFML for rendering. I would argue that if we're really trying to showcase SFML, then there need to be some changes:
  • Featured Games: Several (1-3?) of the entries should be "featured" by the SFML community and website. What do I mean by featured? Well, I'm really trying to avoid using the concept of "winners", but these games should essentially be the "best" entries. How is best defined? Well, if we're going to show these entries off on the front page, or bring some other form of prominent attention to them, they should be good examples of what can be done with, or how best to use SFML. That sort of leads me to a few other ideas...
  • SFML Requirement: In order to be considered as a game to be featured, the entry must use SFML for rendering. Not to say that games using OpenGL don't belong in the jam, they just wont be eligible to be chosen as featured entries.
  • Open Source Requirement: In addition to using SFML for rendering, games that want a chance at being featured must be open source so that others have good examples of how to use SFML, or how that awesome visual trick was done in just a few simple lines, or whatever.
So, really, it's a question of who we're doing this for. Ourselves (the SFML community), or others (those who don't know about or haven't used SFML). Personally, I would prefer to see the jam focused on showing off SFML to others since there are a bunch of other general game jams to participate in.

tl;dr:
What Grimshaw said.

12
SFML projects / Re:Volved, a game of evolution and other things
« on: January 15, 2014, 07:22:02 pm »
The artwork looks great!  How are the other aspects of the game coming along?

13
SFML projects / Re: Ninja teaser
« on: January 06, 2014, 03:41:43 am »
Oh, hah, sorry. I have a knack for misinterpreting things like that over the internet.

14
SFML projects / Re: Ninja teaser
« on: January 05, 2014, 09:35:59 pm »
Exit to dos?   :P

Scroll to the right side of the image.

15
SFML projects / Re: Zombination - 2D survival zombie shooter
« on: January 05, 2014, 05:48:07 pm »
It's looking really good, we definitely need a demo ASAP  8)

I can vouch for running Bresenham's line algorithm for each zombie on each non-zombie to check line of sight, then simply taking the first step in the path Bresenham comes up with for the closest non-zombie you have line of sight to as a very simple placeholder AI. It only took me an hour or two to get it working:

Entities locked to a grid
Unrestricted

Note that had I bothered to add some walls in for the video, the baddies would have stopped moving as soon as I broke line of sight with them. It worked in my Unit Tests, I promise.

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