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Messages - zmertens

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46
General discussions / Re: SFML 2.2 Released!
« on: December 17, 2014, 11:46:27 pm »
Grats on getting it finished. I can't wait to test it out on some of my existing projects.

47
SFML projects / Escape From Fog - 3D fps
« on: December 07, 2014, 06:58:58 am »


Escape From Fog

I am working on a first person shooter similar to Wolfenstein 3D, but will have additional features and a kind of surrealistic themed gameplay. The objective of the game is to shoot the point-sprites (they're supposed to be minotaurs) and not die. The music and sound effects are pretty hashed together as well as the sprites. I'm focusing mostly on the programming right now and not so much the artwork. Much of the features are adapted from tutorials that I've found regarding OpenGL tutorials which gives the project a sort of a Frankenstein structure to it. I'm using SFML 2.3 (naturally), OpenGL 4.3, AssImp, and FreeType libraries.

Use left mouse button to shoot the bullets. Each level ends when the player hits the exit signs and then another level is automatically loaded. They're only three levels right now and when you get to the third level it resets back to the first level.

The video below shows a full walk-through of the three levels, combat, animations, sound effects, and some other aspects of the game.



Image Album

GitHub

TODO List (in no particular order)
  • More descriptive HUD
  • Better level design including a skybox style level.
  • Better soundtrack and sound effects (3D spatialization)
  • Add networking capabilities so multiple players can join
  • Add joystick support

Bugs
  • The bullets run out at the moment for some strange reason. I need to come up with a better method of instancing


48
General discussions / Re: We're close!
« on: November 29, 2014, 09:09:44 am »
I just built and ran one of my projects on Ubuntu 14.04 with no issues (thanks SeriousITGuy for the quick tutorial).

49
This is great! It works really well. I like how its interactive.

50
SFML projects / Re: Word puzzle game of sorts
« on: August 11, 2014, 02:02:22 am »
OK, I switched to the DW2 downloads and uploaded the release with new DLLs. I guess I have 2 versions of MinGW on my computer (the compiler suite from their website and the one that ships with Codeblocks). I never had any issues compiling so I didn't even realize their might be an issue between the two.

51
SFML projects / Re: Word puzzle game of sorts
« on: August 10, 2014, 12:11:49 pm »
That's strange. I have the window, system, and graphics .dll's packaged with it. I downloaded the release just to double check. I wonder if it has anything to do with GCC compiled dll's (judging by the error msg)?

52
SFML projects / Re: Word puzzle game of sorts
« on: August 10, 2014, 04:36:16 am »
I added a Window release and cleaned up the repo a little. I had been using the repo to save my work so I wasn't really keeping it clean so to speak at first. I'm interested to know what you think. I want to add more graphical functionality at some point - like a little animation or something.

53
SFML projects / Word puzzle game of sorts
« on: August 01, 2014, 02:47:16 am »
This gif basically sums it up http://i.imgur.com/UF3Q4R4.gif

The words are loaded (along with a hint) from an external file. Then one is chosen at random, sorted (alphabetically), and then you get to swap the letters back into place (point and click and then SFML will find the letter that contains mouse coords). White letters are in the wrong place, green are in the correct place. I also used the "wave-blur" shader from the SFML SDK to give the neat wave effect on the hint words.

The purpose of this project was basically to toy around with some of the basic classes in SFML and see if I could make something simple. I was also partially inspired by Vittreo Romeo's "Arkanoid in ~160 lines, " and I wanted to see if I could make something small and compact like that (although this project came out to be about ~300 lines).

One thing I thought about adding was a better predicate to sort / scramble the words, but I wasn't too focused on changing that at the time.

Anyway, I'm let me know if you have any questions or comments. I'm interested to see if anyone tries it out and likes it.  :D

54
Graphics / Re: Game Shakes
« on: July 23, 2014, 06:40:32 pm »
I know window.clear() will paint the render window black (the absence of all color or sf::Color(0, 0, 0, 255)). So you could just let the window clear and then just draw the snake and food on top of the black screen instead of manually drawing black rectangles.

As far as the shaking, I think it the grid gets drawn once with a white rect on the far left and then the offset changes by whatever offset constant is being used and the board is shifted by that offset. I couldn't find where in the code that could be happening though.

55
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: July 14, 2014, 07:13:27 am »
I like the new changes. It used to take forever to get to the first boss and beat him, now the gameplay seems to flow much quicker which is nice. I think the natural range of the bolts (before powerups) could be increased slightly.

56
General discussions / Re: What is wrong with my tutorials?
« on: July 10, 2014, 02:27:22 pm »
If it helps, I fall in the beginner / intermediate SFML and C++ user category, and I started out watching some of your tutorials but I was worried that they were "going against the grain" and I stopped. As you pointed out, you don't always explain the why but focus more on the how. It is also interesting somebody brought up the global variable / macro thing because that was one of the main reasons I stopped watching C++ tutorials online (not just yours, but YouTube in general) and picked up a recommended C++ book from here .

For what it's worth, my advice would be to keep your videos "symmetric" so to speak to what C++ / SFML standards are. I wouldn't consider myself the appropriate source to recommend how to make SFML tutorials; honestly, if I did they would probably downvoted. Maybe it would help if you specifically reference parts of the SFML API documentation so people feel like they have a static source of information that they can mentally link to your videos.

Also, I do really like one of your videos, the one where you talk about quitting college and the professors being trolls, because I'm a UNI student too and I know what it feels like to get trolled by the professors. One of them in my Intro to Programming Languages course is partly responsible for my addiction to #defines and global variables!

TheNewBoston was another site I had been watching, and similar to yours, I really enjoyed the  commentary and casual information it had to offer, but I didn't feel like I was getting all the information I needed.

57
SFML projects / Re: Maze
« on: July 10, 2014, 12:52:00 pm »
Looks cool, I want to play it.  8)

58
SFML projects / Re: Kroniax available in the Play store!
« on: July 09, 2014, 10:53:35 am »
I compiled it on Ubuntu Linux no problems. Gameplay is fun - addicting. Audio sounds 'crackly' for some reason, but it doesn't really get in the way of the game. Nice work!

59
SFML projects / Re: Zeran's Folly
« on: June 24, 2014, 07:09:28 am »
That looks awesome. I definitely got a Sonic vibe from it too. It should be on Steam!

60
SFML projects / Re: Kroniax available in the Play store!
« on: June 24, 2014, 06:58:30 am »
I have Android 2.3.4 and nothing happens when I try to launch on my device. I was also wondering what Kroniax is a reference too (if there is one  :D)? The YouTube vid looks cool, nice music.

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