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1
General discussions / Re: Why would I choose SFML over SDL2?
« on: January 05, 2021, 10:39:38 pm »
Do you think that SFML is less popular because it is newer?

SFML is definitely less popular. SDL is the industry standard with financial backing from Valve. I think it's likely that SDL (or some descendant fork) will be alive and well decades from now where as SFML's future is more up in the air because it's a smaller volunteer run library. SFML has a pretty active and friendly discord where people are likely to answer your questions, though. If SDL has an active irc or discord community it's news to me. I feel like this forum is also more active than the SDL forum but that's not saying much.

I personally like the API of SFML more (and prefer c++ to c), with the biggest positive over SDL imo is a more complete wrapper over OpenGL, but it's a matter of personal preference here. As for cross platform support, SFML works well on Windows, Linux, and MacOS. Not sure how well it works on ios and android. I think someone has a version of SFML running on the switch but if you're planning on getting something up and running on a console then SDL is certainly a more well traveled path with more documentation and support.

2
Looks like it'd be fun with friends.  Also that was a pretty good trailer.

3
SFML projects / Re: Isometric RTS
« on: June 03, 2020, 10:33:47 pm »
This is awesome and impressive.  Well done

4
Yeah, I had the same problem.  2 monitor setup (1920x1080 resolution) duplicated on windows in fullscreen mode caused what seemed to be resolution issues.  It's as if the viewport is made smaller but stretched to be fullscreen.  What's weird is that it impacted Windows too, so if I were to press the Windows key to pull up the start menu, the resolution would be off there too.  I saw this in my own code, as well as in commercial SFML games.  I've never experienced a problem like that in non-SFML programs.

Everything worked fine when not fullscreen.  It was also fine when set to any mode other than duplicated screens.  My video card is an Nvidia Geforce 780 TI.   

The issue for me went away with a Windows update, or at least that's what I thought at the time.  I'm not sure what else it could have been that changed.  I haven't experienced the bug since then, which is almost a year now. 

binbin, a possible work around may be to set the mode to borderless, set the window position to 0,0, and the window height and width to that of the desktop resolution.  I'm not sure if this will actually bypass the issue, but it seems likely.

5
Very cool.  I agree with Nexus.  It was very hard to figure out what was going on and what exactly you do from the trailer.  The gameplay clip made it a lot more clear.  The pirate game looks good too btw

6
SFML projects / Re: 9001
« on: January 28, 2020, 11:19:02 pm »
I recorded another video. There's still no energy attack system yet but I'm almost done with an initial version of the galaxy meta-game surrounding the combat (not shown here though). 

https://www.youtube.com/watch?v=aD3YSzht6Io&feature=youtu.be

7
SFML projects / Re: 9001
« on: January 18, 2020, 04:51:01 am »

The rendering on this is quite impressive! Are they particle systems?

Thank you!  And sorry, I somehow missed your reply here.  If all goes well the energy attack system will be giant balls of particles, but the aura-like effect that I think you're talking about probably doesn't fall under the category of a particle system?

It's made using verlet physics for the background.  You can think of it like either a giant grid where each point is connected to its neighbor to the top and to the right in a ragdoll system, or like a modified cloth simulation where I'm drawing quads between the points on the cloth.  Individual points are attracted to nearby players depending on their speed.  The quads are drawn with a slight transparency such that it creates an aura-like effect when overlapping with each other.

The terrain operates on this grid as well, where each point can either be air or terrain. Terrain points next to each other are automatically connected, forming impassable lines. Terrain points can jump from their current grid-point to a neighboring grid point if they're pushed far enough towards the new points direction.

The player graphics are using verlet physics too, they're just stick-figures reacting to forces applied depending on the players actual velocity. 

---

Right now I'm trying to figure out what I'm going to do for some of the required Steam marketing images.  There's a gallery below of possible header images to use for steam (it's that small image which appears to the right of the videos / screenshots). I guess my question is do any of these work or could they work with some tweaking, or should I do something else for this? I should add that if i decide to use one of those images i'd actually go through the effort of centering or aligning the text better

https://imgur.com/a/n6orpYa

8
SFML projects / Re: 9001
« on: December 12, 2019, 07:06:25 am »
https://youtu.be/4ayTI0Zbku8

It's very WIP right now. 

I'm playing as the guy in red fighting against the purple guy.  There are two ways to damage your opponent

1)  Melee.  When two players collide, a melee collision occurs.  The winner is whoever was moving faster in their opponents direction.  The loser gets damaged and knocked back.  It's hard to tell when this happens in the video and who wins the melee clash because it still needs graphics for it.
2)  Energy Attacks.  These are only half-implemented at the moment

There's a red circle around me which indicates how much energy I have.  The larger the circle the more energy.  When the circle is red energy is being drained, when it's green energy is being gained.  You use energy from moving, teleporting, and charging energy attacks.  You start to regain energy after a brief moment of not using energy.  If you run out of energy, you have to wait a second before it starts to recharge. 

The idea is that you want to outmaneuver your opponent to score a hit. 

I'm working on a meta-game surrounding this giving you something to fight over.  The idea is that what you're looking at would be an individual level, which would be considered an entire world.  You'd have to kill everyone on the world (roughly 4 enemies per world) in order for it to be conquered.  I'm working on a very simple mount-and-blade like galaxy view where various factions are fighting over the planets.

9
SFML projects / Re: 9001
« on: November 01, 2019, 07:04:51 pm »
I made a main menu, though once again the compression on the video doesn't do it any favors

https://youtu.be/X5BPbP4rvTE

You have to be in 1080p and fullscreen to notice it but there's a particle system simulation going on in the background that you can subtly interact with

I also took another video of me playing.  I'm going to have to do something to make this brighter, because it's way too dark in these videos.

https://www.youtube.com/watch?v=OCurfC94HiM

10
SFML projects / Re: 9001
« on: October 23, 2019, 03:52:16 am »
The graphcis and physics look really cool! It took me some time to realize that the thing in the circle was a stick figure, because of the speed :) with maybe some less dark areas you could add a lot of depth to the game.

The story sounds interesting, it will be quite a challenge to link it to the gameplay. I assume you plan some sort of character development / leveling up / getting equipment?

Also, is there a background behind the number 9001 (don't need to tell me in case it's part of the story)? The only association I have with this number is ISO :D

Thanks!    The stick figures are definitely hard to notice, I'm not sure what to do about that as I don't really want to make 'em any bigger.

The idea is to have a progression system in which you level up.  Attacks would do more damage, you'll be able to increase your speed, gain access to more attacks, that sort of thing.   

The name is a reference to a [dragon ball z meme](https://www.youtube.com/watch?v=SiMHTK15Pik). 

11
SFML projects / Re: SFML Color extension
« on: July 06, 2019, 03:04:17 am »
More colors are of course nice.  I think what a truly useful color extension library truly needs though is multiple color spaces that you can easily convert between. 

12
General discussions / Re: Goodbye
« on: May 13, 2019, 09:52:56 pm »
I'd like to echo the thanks for all of the work that you've put into SFML.  You've helped make this project one of the best open source projects in existence.

13
SFML projects / Re: 9001
« on: April 03, 2019, 05:09:45 pm »
Thanks Hapax. 

I'm pretty happy with how the smoke-like effect turned out, as well as with the main mechanic of trying to outmaneuver the opponent while not running out of energy (because at that point you'll be immobilized and will probably get hit yourself).

Main problem at the moment for the smoke-like effect is that it's too dark and hard to see on some monitors, but if I make it any brighter then it becomes too bright on everything else.  I think I'm going to have to implement one of those sliders where you choose the brightness at the start of the game.

The main mechanic is an evolution of something that came from a half-life 1 mod I used to play called ESF.  I made changes to make it work in 2D + make it easier to grasp/play, because that game was absurdly hard, to the point where the video I just linked to i'm sure is completely nonsensical unless you've played it.

14
SFML projects / Re: 9001
« on: April 03, 2019, 08:14:13 am »
Thanks Elias :).  Apologies for the 1 year + late reply, I have no excuse.

Latest video I recorded is a few months old, but I'm still working on this thing.

https://www.youtube.com/watch?v=cIVj0_rcbQE&list=PLdaVi1JjCyrg1m-B8Zb4EMGMaNoDN25xE&index=19

Since the video was recorded I've added some sounds + music, procedural level generation, and have played around with the terrain physics some more.  I'm not very happy at all with this iteration of the terrain, I think it definitely needs a rework.  Still have a lot more to do (energy attack system, character leveling system, I think with the right shaders it could look a lot better, etc). 

I think I'm going to take a small break from working on this and spend more time working on the other project I'm working on, It Usually Ends In Nuclear War.  Should give me some time to rethink the terrain

15
General / Re: turn-based countdown
« on: April 03, 2019, 01:46:10 am »
Each time you restart your clock, you're throwing away any time over 1 second.  This is going to accumulate more and more causing your countdown to be inaccurate. 

I modified your code to count down without any accumulation issues.  Also, you don't need the header guard in a .cpp file.

Code: [Select]
#include <iostream>
#include <string>
#include <SFML/Graphics.hpp>
#include <cmath>

int main()
{
sf::RenderWindow window;
window.create(sf::VideoMode(800, 600), "TITLE", sf::Style::Close | sf::Style::Resize);
window.setFramerateLimit(60);

sf::Font font;
if (!font.loadFromFile("Enchanted Land_0.otf"))
{

}

sf::Text text;
text.setFillColor(sf::Color::Red);
text.setFont(font);

sf::Event events;
sf::Clock clock;
while (window.isOpen())
{
sf::Time time = clock.getElapsedTime();
const int countdownNumberOfSeconds = 10;
const int timeleft = countdownNumberOfSeconds - std::floor(time.asSeconds());

text.setString(std::to_string(timeleft));

if (timeleft <= 0)
{
text.setString("GAME OVER");
text.setPosition(window.getSize().x / 2, window.getSize().y / 2);
}

while (window.pollEvent(events))
{
if (events.type == sf::Event::Closed)
{
window.close();
}

if (events.type == sf::Event::KeyPressed)
{
if (events.key.code == sf::Keyboard::A)
{
window.close();
}
}
}

window.clear(sf::Color::Blue);

window.draw(text);

window.display();
}


}

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