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Messages - ZackTheHuman

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SFML projects / Re:creation - a top down action adventure about undeads
« on: January 31, 2016, 07:53:15 pm »
Looks really good. Reminds me of how the sprites in Mega Man worked. I'd love to hear more about how you specify this kind of layering/compositing in your data files. I want to do something similar in the game I'm working on.

I don't waste much space by having huge empty spaces in .png.

Nitpick: this is true for the .png file on disk, but not really true once the image is in memory.

SFML projects / Re:creation - a top down action adventure about undeads
« on: January 07, 2016, 07:17:55 pm »
One thing that may be interesting to use for implementing cutscenes would be Behavior Trees. I just recently wrote a simple behavior tree implementation to control entity behavior, but the basic set of behavior tree components (Sequence, Selector, Repeat, etc.) could easily be used to do the kind of thing you're describing.

As to whether it's easier for content authors to write cutscenes using behavior trees is another story, but you could possibly carry over some of the ideas behind behavior trees and use them in your own way.

There are a few good articles about them on Gamasutra:


Another thing that could be interesting since you're using Lua would be to use coroutines to implement those "keep doing this until some condition is met" kind of things. Coroutines are an awesome feature of Lua, but you would have to wrap them up to make them nicer to use for content authors/modders.

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: September 02, 2014, 05:21:30 am »
Tonight I posted a new update video on YouTube:


Lots of work has been done internally to the game, which, of course, you can't see in the video. I've been working on getting boss battles working, and you can see that in the video along with a fun bug I encountered while recording. Small tweaks have been made to player controls; you can't slide in to walls, you can't shoot while sliding, you can cancel slides by jumping, etc.

Here are some of the other things that have been done since the last update:

  • Added the ability for objects to change their rendering order (essentially z-indexing)
  • Bubbles spawn from Rock's mouth when he's under water
  • Re-implemented fading using shaders instead of lame tricks
  • Gave the scripting layer the ability to detect Rock's feet position, and also made it possible to configure enemy instances with different settings

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: October 22, 2013, 07:59:37 am »
It's been really crazy lately, but I've managed to find some time for another update! Some important features have been implemented and are featured in this update video:


I narrate this video (for the first time!) and point out the features. Some of the things (besides bug fixes) are:

  • Palette swapping has been implemented
  • Shared palettes have been implemented
  • Boss door transitions have been implemented
  • Simple UI elements -- menu, icons, etc.
  • Enemy spawners can spawn a number of enemy instances at a configurable rate

In reply to grmbl: Thanks! I'm glad to see someone enthusiastic about this little project of mine. It's very encouraging!

SFML projects / Re: [SFML Game Jam #1] Lumenumbra
« on: August 08, 2013, 06:24:33 pm »
I'll try the new version and let you know if the issue persists.

Added Linux support. (JsonCpp is a bitch to get working cross-platform)

Really? I use JsonCpp in Hikari and I didn't have any issues compiling it on Mac or Linux -- I'm not using the latest version though. I may have modified the headers , though, now that I think of it...

SFML projects / Re: [SFML Game Jam #1] Lumenumbra
« on: August 08, 2013, 08:16:43 am »
I think this has a neat concept -- sort of reminds me of one of those wooden marble maze puzzles -- except you're the marble. It's definitely minimalist. I really enjoyed playing it.

As a side note -- I think I found a bug (or maybe it's a feature?): sometimes if you move diagonally (down + left or up + right) you can slip inside one of the column shapes and you're basically trapped unless you squeeze through the corner. You can't enter through the other corners (or at least I wasn't able to when I tried).

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: August 05, 2013, 08:33:46 pm »
But what about building something new? ... with the same graphical theme etc, but with a new character, weapons, enemies, levels etc.?

That's exactly what I'll be doing after I get the parity with the original that I want. I have plans for new bosses, weapons, levels, etc. I'm trying to keep the design flexible enough to be able to do this with relative ease -- and potentially make more installments of the game.

This project will not be a direct clone of Mega Man 3 since... Mega Man 3 already exists.  ;)

And of course, after this project is done I'm hoping to have a good feel for writing a platform game so that I can work on a fully original game.

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: August 04, 2013, 10:59:26 am »
I just posted a new video with my recent features. Most notable of the features is the presence of water and how it changes gravity. Also demonstrated are different weapons and how to die by falling in a pit.


Behind the scenes I also implemented key mapping so that keys can be configured to a user's preference in the config file. I also want to work on recording keystrokes so automating the game would be a bit easier (for testing, etc.).

Soon I'll be implementing color palettes! Stay tuned...

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: July 23, 2013, 12:35:19 am »
I guess it will support gamepads?

Right now it only supports keyboard but if you use an application like joy2key then you can use a gamepad (which is actually what I'm doing). I decided to put off the native gamepad/joystick support in favor of implementing more game features.

SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: July 22, 2013, 06:36:05 am »
Tonight I posted a new video demonstrating some of the progress that has been made on this project. Lots of work as been done, bugs fixed, and new things added to the game. It's starting to feel like playing Mega Man!


The most visible and important things that have been done since the first video was posted are:

  • There is now a teleportation sequences at the beginning of a stage. The location where Rockman teleports to is configurable per room.
  • Enemies are present. Enemies are powered by scripts that control their behavior.
  • Enemies can harm Rockman. When harmed, he is temporarily stunned and then becomes impervious to physical damage for a short time.
  • Enemies have a chance of dropping bonus items when destroyed.
  • Sliding works better than before and also causes "dust" to appear behind Rockman.
  • It is possible for Rockman to be harmed, causing his energy meter to decrease. It is also possible for him to be destroyed when touching spikes. The destruction animation has also been added.
  • It is possible to shoot weapons. Weapons are data-driven and configurable outside of the engine code.
  • There are sound effects when landing, shooting, and being destroyed. The sound effects are rendered (emulated) in real time from an NSF file.

Additionally some of the UI components have been implemented. They're using Guichan and my SFML backend for it.

General discussions / Re: A new logo for SFML
« on: April 22, 2013, 06:21:15 pm »
In terms of symbols, what about a lightning bolt? It's a simple shape, it conveys "speed", and it could easily integrate with most of the letters of "SFML". I don't have the software now for a mockup, but I will throw an image in when I get a chance.

I know it's late in the game to introduce a new concept, but I figure I might as well do it before there is no more time.

I knew this thread was gonna end like this after I've seen the code on github using bare news and deletes. :P

I didn't mean to derail the thread -- it's just that the files containing the most basic example of how to use the OP's code have unclear object ownership, which makes me worry about any other part of the code.

...maybe I will take my memory management more seriously haha.

I am in favor of this idea. If you want other people to use your code (and it's awesome that you do!) then you have to work hard at making it clear how it works.

I think there is a lot of cool stuff in Fission, and I'm still going through it to see how it works. Thanks again for sharing with us.

Get it here: https://github.com/DrSuperSocks/Fission

This is cool; thanks for posting it. I'm poking through the code now.

I think there may be a problem in your example client/server files: https://github.com/DrSuperSocks/Fission/blob/master/mainClient.cpp#L16

int main()
    Game *game = new Game(800, 600);
    game->run(new GameState(game));    // where do I get deleted?
    delete game;

    return 0;

It looks like a memory leak -- how does the "new GameState" get deleted?

General discussions / Re: Z ordering
« on: April 16, 2013, 10:48:53 pm »
I would find such a feature extremely valuable for the kind of games I'm working on. Right now I am doing manual "z-ordering" but it would be nice if the GPU could handle it for me.

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