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Messages - Dark2Dragon

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SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: March 01, 2016, 12:27:42 pm »
Can we play a beta version before August?  ;D

it looks pretty cool.

SFML projects / Re: Unnamed Project: Top-Down 2D Game
« on: March 01, 2016, 12:23:13 pm »
GTA 2 !!!  ;D ;D

Looks good so far  :)

DotNet / VS2015 - iOS App with C# and SFML
« on: February 21, 2016, 01:37:53 pm »
Hi there,

has somebody tested if this works?
I saw yesterday that Visual Studio 2015 supports C# to create iOS (and also Android) Apps.

Can i also bind SFML into such a project?


SFML projects / Re:creation - a top down action adventure about undeads
« on: February 02, 2016, 12:50:41 pm »
Btw, I'm currently working on the first boss which will be much cooler than I've thought before and fit "prison" theme better. I'll fully redesign him later and make a lot of changes to boss battle. I'll probably show as much as possible because I don't want to spoil anything for you. :D
This boss is very complex and has a lot of different states and reactions to the stuff you do. It would have been pretty hard to make it with script state machines, so cutscene/scripted sequence helps a lot. It becomes more and more complex and lets me do stuff I never imagined to do before. For example, now I can easily track how many times one or another action happened (for example, how many times someone said something to you), so I can make NPCs react in another way if you do something twice. That's pretty cool, but also very hard to make good. So I'm trying out different approaches and maybe I'll write an article about that later.
I hope you doesn´t make it too complex - because then i think u can´t finish this game (alone).
You make it better and better, but not only the engine have to run, also the story must be implemented.
Your work and this game is really great, but it would be a shame when it never comes out.  :'(

SFML projects / Re: RPG card game
« on: March 18, 2015, 07:43:16 am »
Ah ok, thanks for explaining guys.
Apart from Hearthstone i haven´t any experience in RPG card games.

Can´t wait to see some pictures of the game :)

SFML projects / Re: RPG card game
« on: March 17, 2015, 08:06:06 am »
But really I don't want no store and/or booster pack. I was thinking loots from 1vs1 game and quests.
You mean that you don´t want a store anyway, right?  ;D

But how did you earn cards then? Only by defeating KI Champions? Because by trading cards with other players, they also need a source before  ???

Sorry for so many questions about this trading-systems, but im really interested in such a game system.  :)

SFML projects / Re: RPG card game
« on: March 16, 2015, 10:09:11 am »
Hi Ismod,

this idea sounds really cool. I´m thinking it should be a game like Blizzards Hearthstone, but without "real-money" payment? You say there will be a main store - so you pay for a booster-pack with in-game gold?

I hope to see more of this Project.  :D

SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 01:20:20 pm »
Why don´t you build a smaller project, if you have problems with some coding?

The best thing is, to become bigger and bigger with your projects and not build a big game with the help of others, if you want to learn more about SFML and C++.

I think it´s not the best reason to have a develop-team, when my knowledge isn´t good enough for my team.

SFML projects / Re: Faux Car
« on: December 08, 2014, 01:24:41 pm »

I love this game  ;D

Great work!

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: October 14, 2014, 04:14:53 pm »
Awesome sprites!

If i imagine some more sprites of this kind, i feel how great this game will be.
Keep it up!

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: October 06, 2014, 12:27:24 pm »
The perspective for your game is great.

At the first moment when i saw your game, it remembered me on the old zelda games.
As select_this said, they have the same perspective.

General discussions / Re: A new logo for SFML
« on: April 26, 2013, 11:55:21 am »

SFML projects / Re: Seiken Densetsu/Mana Fan Game [WIP]
« on: November 01, 2012, 12:24:56 pm »
Here´s my decode class for base64

std::vector<int> encodedFile;

encodedFile = decode::base64_decode(some_sBase64Code);

for (unsigned int i = 0; i < encodedFile.size(); i += 4)
        // Get the grid ID
        a = encodedFile[i];
        b = encodedFile[i + 1];
        c = encodedFile[i + 2];
        d = encodedFile[i + 3];

        gid = a | b << 8 | c << 16 | d << 24;

        // ... some other code to save the gid ID in a map...

I hope this helps you  :)

SFML projects / Re: Seiken Densetsu/Mana Fan Game [DEMO]
« on: October 31, 2012, 08:16:02 am »
Yes, I'm using Tiled. I'm storing my map files as XML, as I don't know how to read the other formats. I suspect XML is slow, since I use std::fstream to parse the text. That causes some of the 'lag' when one changes from map to map.
I also use Tiled. I think it´s the best mapeditor for a RPG.  :D

I store my maps with Base64Code, so it´s smaller. If you want, i can send u a decode class for Base64.
For parsing i use ifstream.

SFML projects / Re: Seiken Densetsu/Mana Fan Game [DEMO]
« on: October 30, 2012, 08:15:36 pm »
Did the game run stable in your comp?
Yeah, work on my i3 with Nvidia 610M without problems or errors on Win7.

Do you use Tiled as mapeditor (mapeditor.org) for your game?

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