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Messages - biscuitdough

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SFML projects / Re: Hello World
« on: June 13, 2012, 10:58:50 pm »
Sorry about the poor website, been focusing on development up to this point, though the site has been up a while, the last 3 days are the first that we've told anyone about it.

I'll update the main post with the video/images, didn't know if people would rather have 1 link here or a bunch of images and videos.

For the development blog, it kind of is my escape from code, sorry it's so light on details. We've been using sfml's graphics, windowing and sound libraries. built our own particle engine, physics engine, menu system, screen management, resource managers, pretty much anything you see that isn't sfml. Started the first month of development on 1.6, then transferred to 2.0 and never looked back.

All of the planets are procedural, started with a standard maze generator, but it generated boring planets, so switched to a less strict digging algorithm, that follows loose rules as it digs out a path to the center of planets.

Most likely going to release it open source, but it still has a little ways to go before that.

If you have any other technical questions, feel free to ask.

Edit: does anyone happen to know how/if we can embed vimeo videos on this forum?

SFML projects / Hello World
« on: June 13, 2012, 04:33:14 am »
Hi There!
Myself , 7 programmers, 2 artists and 1 musician have been working on "Hello World", a 2d arcade platformer in C++/SFML for the past 20 weeks. Yesterday and today have been our first big pubic outing, and we're excited to show you what we've come up with!


You can see our indieDB page here:
Download the demo/beta from our website here:
and if you like what you see, upvote us on reddit here:

Hope you guys enjoy it!

SFML projects / Rule of War
« on: October 04, 2010, 08:35:05 am »

 Just got up a beta of my first sfml game. Worked on this project on and off for around 3 weeks and it's been great working with the library so far. Makes SDL feel more archaic than it already is, and much simpler and more robust than java's 2d api.

The game requires 2-4 players, and a dual stick gamepad for each person. I realize not many people will get to play it because of this, but if you happen to have some friends and controllers handy(xbox 360 ones work great) it's a fun little arcade shooter.

If anybody wants to compile it for mac, the source code is all there, and it would be much appreciated. :D


Window / 1.6 number of joysticks
« on: September 03, 2010, 09:20:09 pm »
On the sfml todo list, it says that the number of joysticks in version 1.6 was raised from 2 to 4, but in the documentation it still says that the only joy numbers you can put in are 0 or 1 when requesting info about joystick input. I was just going to order a 3rd controller, but wanted to make sure it really supports more than 2.
also, i know it's a weird request but, is there any reason that SFML has to limit the number of gamepads at 4? im working on a game that's a quasi-sequel  of Tank 8, a super hard to find Atari game that's basicly Combat but with 8 players.
and yes, it's as awesome as it looks. I mean 4 players is fine, and if adding more joysticks takes up too much memory or cycles, I completely understand, but 8 player tank battles would certainly be cool.

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