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Messages - R23MJ

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1
SFML projects / Brickfall: A tetris clone
« on: December 23, 2019, 07:19:15 am »
Hello all: I made a small Tetris clone. There isn't much to it, but if you like Tetris, give it a whirl. I probably won't be updating this much, I plan to start working on some unique projects, but if anybody finds a bug I'm sure I will have time to patch it up. Let me know what you think of the logo work, I'm not much of an artist, but I tried to go for a retro 80's style. https://download1480.mediafire.com/a3ig2r77hp3g/xi3pxjzt1nty8a1/Release.zip


2
SFML projects / Re: [WIP] Dice game maker
« on: February 19, 2017, 01:32:32 am »
I updated the main post, added the download link to it, and I also moved the rules for Liar's Dice closer to the top. This is a mini-project I was working on when I got bored of my main project, so I will continue to update it until it is more of something and less GUI scattered across a screen with a couple dice floating in the middle. After that updates will slow down, and hopefully I can reveal my main project shortly.

3
SFML projects / Re: [WIP] Dice game maker
« on: February 18, 2017, 09:22:12 pm »
First of all, thank you for trying it! I know it's not much. You are right though, I didn't clarify too much, I guess I was too excited. You seemed to have figured it out, but for others who try it, the first box is the quantity (Number of dice) the second box is the face (the side) so selecting 2 and 3 would bid 2 3s.
I will be updating the main post.

Quote from: eXpl0it3r
Why can one not bid on 1s?
You should show a message when the opponent has made their move and possibly show what the bid.
Ones are wilds, something else I forgot to mention. Adding a message is definitely needed, along with other visuals.

I am very very anxiously awaiting Re:Creation. Elias is making a phenomenal game.

4
SFML projects / Re: [WIP] Dice game maker
« on: February 17, 2017, 02:07:27 am »
Hello again! I have updated the application, I am looking forward to seeing some feedback on the project.

Change log
(click to show/hide)

The server tools still need a little work, but by the next build they will be included. I was just too excited to sit on the AI any longer. It is fairly basic, and not a very good implementation for an AI (feel free to modify it, found at the bottom of the 'run.lua' in 'res/games/Pirate's Dice').

Well, I won't go on and on like the last post, so here is the DL link. I do not have a github setup yet, and I'm not sure if I want to share the code until everything is final.

Download(mediafire): ~810kb compressed (.zip)

5
SFML projects / Re: QuadStrike - simple arcade on SFML
« on: February 16, 2017, 02:04:51 pm »
I like it, simple and clean. I 'm excited to see how multiplayer comes out.

6
SFML projects / [WIP] Dice game maker
« on: February 14, 2017, 04:46:55 am »
Where I Got the Idea
(click to show/hide)

How to play Liar's/Pirate's Dice (This is really the only thing you need to read before downloading):
(click to show/hide)

Liar's Dice is working!!! Download here:
Download(mediafire): ~810kb compressed (.zip)

Okayyy... So, What is it?
    The (Really) Brief Synopsis
    My Dice-whatever-you-wanna-call-it is essentially a Lua framework. I use Sol2 -- an amazing C++ <-> Lua binding library -- add a "Dice" class, some network classes, some animations/images, Dear ImGui, throw it all into the compiler, down a cup of coffee, take a few breaks to go outside and shovel some snow, and BOOM!: you can make dice games in Lua.

    So now that you have a really vague idea of what this actually does/is, I'll try to explain some more. Explaining things has never really been my strong suit, so strap in and I'll just take you down code-snippet lane.

    The Part Where I Show You Something Useful/Just Code

Sol2 stuff
(click to show/hide)

Dear ImGui stuff
(click to show/hide)

Okay, okay. Enough Talk, Where do I Download it?
    Unfortunately, it is in a horrible state to distribute, I'm not gonna do that yet. I'm going to clean it up a bit, and optimize it (*cough* *cough* Client class) then dice games shall once again rule the world (I don't think they ever did, but lets pretend). Hopefully in a couple days I can release the kraken (get it), and you can enjoy some dice games. I also wanna setup this spare RasPi of mine as a server, so everyone can try their hands at liar's dice, and not just download a useless framework.

I know there will be at least 1 person -- hopefully -- who will be interested in looking at the Liar's Dice Lua file to learn how the Framework will work, and feel. So here it is, keep in mind this is in dire need of being cleaned up, not just the Lua, the C++ too. I made a Player class, which is fine, but I feel it is needless garbage, and will without a doubt be removed before I release this. Without farther ado, the files:
(click to show/hide)

Ehhem.. screenshots.
    So, I am not artist, and I didn't make the dice texture either, I just modified some things and made it into a texture, so it's not pretty. I mean, it's actually just five dice and a menu. But the h*** with it: here are some screenies.

Client View:


Server View:


Nice, nice. But What All Could I Do with this?
    Everything is exposed to Lua, you could even write AI Code for offline mode play, Admittedly, I attempted to and failed miserably, and decided to stick to something I know how to do. AI's are no joke man. Here is a list of things I have thought of, but this is definitely not the exhaustive list.

Features(?):
  • Automatically run functions (Init(), Update(), Close())
  • A Debug() function, press F2 at any point to do whatever
  • Create, roll, and get the value of dice.
  • Communicate with a server, server tools to manage it
  • Lists folders in "Games" directory, game folders should include "server.lua" for servertools, and "run.lua" for the client.
  • Very extendable: possible to make AI, for offline play, possible to make rating (ELO?) system, and store data server side.

Finally, the end
    It seriously took me about two hours to write this, but strangely, I enjoyed it. I hope I touched on everything, and explained well enough what this is. If not, feel free to ask questions. I can't say how often I will be checking this, I will probably come back to talk about updates, and possibly a few times while I'm supposed to be paying attention in school. Last message: if you read all of this, you are a true trooper, and thanks for that.

7
SFML projects / Re: Let There Be Light 2
« on: September 29, 2016, 02:26:09 pm »
I simulated the effect I wanted simply by setting the objects color to the light systems ambient color. Works unless you use alpha.

8
SFML projects / Re: Let There Be Light 2
« on: September 29, 2016, 03:15:48 am »
First off: Thank you Cmdu76 for picking this project up!

Secondly, maybe this has been mentioned before, and there is probably a simple answer for it, but shouldn't the light be blocked by the side of the object that is facing it? I took some screenshots to help explain that. Look at the following.

(click to show/hide)

Everything looks fine when you draw whatever is blocking the light. Check out what happens when you don't though.

(click to show/hide)

The side of the box opposite to the light is blocking the light.. For most people this probably isn't a problem; however, in my project, I don't plan to draw the light blockers. Maybe this is intentional, I'm not sure, maybe you could look at it Cmdu76?

To further explain what I mean, I edited the second image to produce what I would expect the result to be.
(Or similar to this)

(click to show/hide)

EDIT::
To, again, further explain, I would expect the result to be the above because we are lighting in a 2D world, meaning the side of the block facing us could have any depth, in a 2D world that wouldn't be measure. For the light to shine on the side of the block facing the player we would have to assume the light is 3D, that is, it has enough depth to light the top of the block, and it is also positioned closer the the player, meaning it is on a different plane that the object it is shining light on.

9
SFML projects / Re: [IOS] Get Big - Simple lifting game
« on: July 08, 2016, 03:54:57 am »
I wish I could be of more help; however, I no longer have access to a computer running OSX. This app was built on my school laptop, and the school year just ended again this year for me, so I can't even look at the project. (They take the computers during the summer). Those errors appear to be caused by you not initializing an sf::Texture correctly, this could also be caused by the libraries not being linked correctly, it has been roughly 6 months since I last used XCode, I cannot remember how to link libraries. A few problems I had while setting up the project are on stackoverflow (links below) I don't remember if all of the questions have answers as stackoverflow dwellers are very useful (no sarcasm). Other than that I can't help, I apologize.

http://stackoverflow.com/questions/30770179/xcode-ios-build-places-blue-tint-on-images
http://stackoverflow.com/questions/30656877/undefined-symbols-for-architecture-x86-64-cmmotionmanager-with-sfml
http://stackoverflow.com/questions/30688857/display-ads-with-iad-without-storyboard-or-xib

Edit:::
Just a side note, the app was updated with a bit more functionality (still not very fun though honestly) a couple of months ago. So if anyone wants to check it out, we can be best friends :)

10
Graphics / Re: Resource union throws access violation for Fonts.
« on: July 02, 2016, 02:18:57 am »
Evan, over at StackOverflow informed me that only the first element in a union is default constructed. This helped me solve the problem by assuring which ever item I plan to use in constructed properly before I use it.

11
SFML projects / Re: Let There Be Light 2
« on: July 02, 2016, 01:19:15 am »
You mean like "It won't make windows files correctly, not sure why"?

I am not asking for help, he is. I have my version working.

12
Graphics / [SOLVED] Resource union throws access violation for Fonts.
« on: July 02, 2016, 01:10:26 am »
    So I am trying to write a Resource loader and manager (Yes I know of Thor, this is just a "learning" project.) and I have started experimenting with unions, not something I use very often. I created a class (as seen in code below) called resource which has a union that contains a texture/font. The texture loads correctly; however the font throws an access violation

Exception thrown at 0x00C5DBE0 in Project.exe: 0xC0000005: Access violation reading location 0x00000004.

The following is my complete and minimal example.
(click to show/hide)

13
SFML projects / Re: Let There Be Light 2
« on: June 30, 2016, 07:58:42 pm »
Is there any way to use LTBL with vs 2015?
im trying to get it to work since some time. without any success. the .lib file wont generate & including all the source files into the project didnt work for me either :/

It won't make windows files correctly, not sure why; including source files is your only option. We need to know what errors you are getting not "Didn't work for me either :/". What didn't work

14
SFML projects / Re: Gravity Sandbox
« on: May 23, 2016, 02:31:03 pm »
Ah, I apologize, the executable was the file giving me problems. I didn't scan it, defender just said there was a problem and refused to allow me to open it.

15
SFML projects / Re: Gravity Sandbox
« on: May 22, 2016, 07:53:05 pm »
FYI: Windows defender claims this is a virus. You might want to look into that.

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