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Messages - pvigier

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1
SFML projects / Re: Vagabond - a procedural 2D RPG
« on: November 18, 2019, 06:58:40 pm »
Quick update of my game.

I greatly improved cave generation:



I also worked on monsters, combat system and a bit on the in-game interface:



The game now has a multiplayer mode too. I wrote a guide which contains the resources I found the most useful to implement the multiplayer mode, it is available there.

If you want more info or in-game videos, you can have a look at my Twitter account or read the devlogs.

Have a nice evening!

2
SFML projects / Re: Gravity in the 2D-Universum
« on: November 18, 2019, 06:44:22 pm »
I am on Linux not Windows. I have installed your game using Wine, it installs successfully and I can launch it without any issue.

Then there is an in-game window about level 1 that appears. The window seems to be too high for my screen, I cannot see its bottom and I did not manage to close it.

It is a bit hard to use for me as everything is in German but it seems to work well and the interface is nice!

3
SFML projects / Re: OSGC - Open Source Game Collection
« on: November 18, 2019, 12:25:08 pm »
How are you able to publish so many great games so quickly?  :o

4
SFML projects / Re: Mine-app:Minesweeper clone
« on: November 18, 2019, 12:23:10 pm »
Nice work! Reminds me of the Minesweeper on old Windows I was playing to when I was a kid.

Projects with siblings are the best!

I do not know how you could extend your project. I saw minesweeper clones with more exotic geometry such as hexagons or in 3D with a cube or a sphere but that's a lot of work for little added value in my opinion. Or you could try to add new tiles, or write a story with different levels, or make a level editor, or improve procedural level generation. But in my opinion, it would be more valuable and instructive to start a new project, maybe one with real-time gameplay, such as a snake clone or a breakout clone, to see different techniques.

By the way, I laughed when I saw this function name "setNeighbombs", good pun!

5
SFML projects / Re: Yet another Rich Text implementation
« on: November 18, 2019, 12:02:07 pm »
Impressive work! Even if you make me blind with your gif  :P

What was your motivation to implement this feature? You plan to use this in a game?

6
SFML projects / Re: SFML Gameboy Emulator
« on: November 18, 2019, 11:57:56 am »
Looks great! I would love to work on an emulator myself one day.

Do you plan to open-source it?

7
SFML projects / Re: Gravity in the 2D-Universum
« on: November 18, 2019, 11:54:26 am »
Hi!

It seems a nice game about gravity and spaceships! I do not speak a word of German, I tried to understand your description using Google Translate but the translation is not very clear.

You know most us are not native English speakers, you can write in "broken" English, we do not care if you make mistakes and we will be able to understand you.

8
SFML projects / Re: SFML Maths & Iterators utility
« on: November 18, 2019, 11:44:36 am »
Hi!

This is nice work! Especially your templates for introspection and iteration. I am using the same kind of techniques for automatic serialization in my game.

I have some suggestions:
  • Upload your code to a GitHub repo, it will be easier to share it with fellow developers.
  • Use a clear license for your code such as MIT license.
  • You can use constexpr keyword at various places in your code
  • Do not use names that start with "__" it is reserved for compiler implementers.
  • Instead of using an array to store homogeneous member types you can use a tuple to store heterogeneous member types. It is not useful for Vector2, Vector3 and Color types but it may allow you to use these templates with more types.

Keep up the good work!

9
SFML projects / Re: Vagabond - a procedural 2D RPG
« on: September 04, 2019, 03:34:58 pm »
Thank you very much guys!  :)

10
SFML projects / Re: Vagabond - a procedural 2D RPG
« on: August 26, 2019, 10:13:23 pm »
Thanks!

I have continued to work on the project since last time, mostly on the game engine.

I implemented an ECS library that is available on GitHub. I also wrote two articles to describe its design, the series starts here. I have improved the code a bit since and I should write a new article.

Then, I worked on the foundations of a game engine: an input manager, a state manager, a basic render manager, etc. You can read more in this devlog. I also integrate Dear ImGui using Elias' binding.

Next, I worked on an OpenGL wrapper to be able to use floating-point textures, array textures and meshes with custom vertex definition. I was happy because everything works well with SFML graphics module. You can read some thoughts about its design here.

I used this wrapper to implement a light system, you can see some screenshots below. It is nothing as fancy as Let There Be Light but I am happy with the results and I have still some ideas to improve it. You can read more about it here.





Then, I worked on the physics system. I implemented a quadtree and shared my implementation here, the code is available there. Next, I implemented a simple physics engine that works well for 2D top-down RPG, I shared its design there.

Last week, I worked on the audio engine. It is only a thin layer above SFML audio. You can read more about it here.

Finally, this week, I have worked on the user interface. I tried several libraries and chose the one that suits my needs the best. A write-up is available here. I finally chose MyGUI and wrote a small wrapper to integrate it in SFML, it is available here.



The next steps are networking and then working on the game itself.

11
SFML projects / Re: OSGC - Open Source Game Collection
« on: June 30, 2019, 11:19:02 pm »
Impressive! Your effects with particles are really nice!

I laughed when I saw "Not tested on animals".  ;D

12
SFML projects / Re: Vagabond - a procedural 2D RPG
« on: June 30, 2019, 11:08:24 pm »
Thanks! If you have any question, feel free!

Since last time, I have worked on dungeon and cave generation.

Here is an animation describing the steps of the generation:



Then I worked on generating tiles from the output of the generator:





If you are interested by the details, I have written two new devlogs: here and there.

13
Looks great! I like your art style.

I have read your devlog, your replay system is awesome!

14
SFML projects / Re: Vagabond - a procedural 2D RPG
« on: June 13, 2019, 11:36:52 pm »
Thanks Elias!  :)

15
SFML projects / Vagabond - a procedural 2D RPG
« on: June 10, 2019, 01:21:05 am »
Hi everyone,

I am Pierre, I am a user of SFML for years and love it!

For two months, I am working on a procedural world generator for a 2D RPG and I am using SFML.

The first step was to generate maps:



Then I "rasterized" the polygonal maps to obtain tiles:



And this week, I have started to procedurally place objects in the biomes:



If you want more details on the procedural generation, I wrote weekly devlogs and the series starts here.

For now, there is no game, there is only an editor which is made with Qt and I integrated SFML to make the rendering. It looks like that:



The project is still in the early stages but I plan to add dungeon/cave generation, town generation, character generation, etc. until I have a playable RPG.

If you have any question or comment, feel free!

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