Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - N1ghtly

Pages: [1] 2 3 ... 7
1
SFML projects / Re: The 2D Game - drawing a tilemap with a shader
« on: January 14, 2013, 07:07:41 pm »
Your website is absolutely awesome!
I read all your articles, keep it up!

2
SFML projects / Re: Tower Trouble
« on: January 12, 2013, 09:21:04 pm »
I uploaded another video!
I added gold and had a go at the menu :)

3
SFML projects / Re: Tower Trouble
« on: January 10, 2013, 05:27:48 pm »
No, my maps are created with Tiled and I use polygon lines to set the path of my enemies. In my opinion using A* would be overkill.

http://i47.tinypic.com/29j3iv.png

4
SFML projects / Re: Tower Trouble
« on: January 09, 2013, 10:12:40 pm »
It's quite surreal with the country music! (Like it).

Maybe the attackers could show how damaged they are, perhaps by showing damage on the sprites? When you have more varied gun turrets this would be useful to see how effective the weapons are on different kinds of attackers.

Yes, I think hp bars for all attackers would a bit clunky, so I'm plaaning showing the damage using the sprites. Perhaps an overlay that turns to red the more damaged an enemy is?

I think you planned this but : or I am blind, or I did not see the money you have.

Haha, well spotted! It's implemented by now however :)

5
SFML projects / Tower Trouble
« on: January 09, 2013, 11:43:23 am »
Introduction
Hi, I'm back with a new project. It's been a while and i'm developing this mainly to prevent my brain from rusting :p. It's (obviously) developed with C++ and SFML. Most of the core gameplay is done, now I need to work on balancing the game and finding sprites for the towers and enemies.

Tower Trouble
Tower Trouble is a classic Tower Defense game. It will feature maps with multiple routes and flying enemies. I have yet to decide on what sort of towers will be used, so far they all shoot bullets.

I've been working on this for little over two weeks now, you cans see the progress here:
Beta 1
Beta 2
Beta 3
Stress Test

Latest update
- Towers now cost gold (which is earned by killing enemies)
- Had a go at the menu
Beta 4


Suggestions
Please feel free to leave a comment or suggest features :)

Cheers,

Xander

6
Graphics / Re: SIGSEGV Fault on exiting
« on: December 22, 2012, 09:01:18 pm »
Simply by clicking the exit button.
window.close() is called and the program finishes.
Keep in mind I never dynamically allocated a single texture so all deleting is automatically...

7
Graphics / Re: SIGSEGV Fault on exiting
« on: December 22, 2012, 05:13:28 pm »
Oh... Is that going to be fixed in SFML 2?
I'm using the release candidate atm.

8
Graphics / SIGSEGV Fault on exiting
« on: December 22, 2012, 04:12:11 pm »
When I (deliberately) terminate my program, it exits with a SIGSEGV fault. This occurs only when I run the debug build though, the release build exits just fine. When I used the debugger, the fault occured on line 95 in Texture.cpp.

Texture::~Texture()
{
    // Destroy the OpenGL texture
    if (m_texture)
    {
        ensureGlContext();

        GLuint texture = static_cast<GLuint>(m_texture);
        glCheck(glDeleteTextures(1, &texture)); //line 95
    }
}

I only use ONE texture in my program and it is not dynamically allocated so I don't see what I'm doing wrong here...

10
SFML projects / Re: Pioneers
« on: May 20, 2012, 02:49:41 pm »
I haven't played the game yet, I'll download it when I got home, but damn this looks GOOD!

11
SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 18, 2012, 11:42:29 pm »
The latest revision revamps the collision detection system (only internally, no code will be broken).
It now uses Spatial Hashing which significantly improves performance. I'm think about removing the AABBCollisionDetector and AABBCollidable classes. ConvexCollisionDetector and ConvexCollidable would be renamed to CollisionDetector and Collidable. After all, I can't think of many occasions where you ONLY need AABB collision detection.

What do you guys think?

12
SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 17, 2012, 01:03:49 pm »
Next revision the collisiondetector will use spatial hasing for *much* improved performance!
Stay tuned :)

13
SFML projects / Re: _Prot0 - 2d Engine
« on: May 17, 2012, 01:02:30 pm »
Looks good so far, is the library open source?
Also, are you making an engine specifically for platformers?

15
SFML projects / Re: SFGE - Simple & Fast Game Engine
« on: May 15, 2012, 11:29:55 am »
The first version will be released today! I'll try to get cmake working, otherwisr it will be be a cb project file.

Pages: [1] 2 3 ... 7