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Messages - Cirrus Minor

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SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 24, 2014, 05:41:03 pm »
Hi ! News of the game with a short video presenting the behaviour of monsters between them.
Collision between monsters is now detected.
The "little" rats, in the demo, will "repulse" when colliding.
The "large" rat will not be affected by the little one, but they will be stronly pushed back as it will charge !


General / Re: What exactly is this doing?
« on: May 07, 2014, 03:48:00 pm »
Yes, it's what I mean, no problem, and sorry for my bad english  :)

General / Re: What exactly is this doing?
« on: May 07, 2014, 01:52:02 pm »
I do worry about the standard of education in a lot of programming courses, and this hasn't exactly allayed my fears...
I think that in lots of programming courses, we don't really learn a language but we learn programming. It can be Pascal, C++, Java... Focus is often on algorithmic, or object concepts, pointers, or solving a problem, etc...
Well, it was the case for me...

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 04, 2014, 08:35:42 am »
So what's new till the last (and first) release ?
  • new art for the character, someone joins me in the project and is helping me with the graphics and the story. In this post: the new character design,
  • alternative gameplay : for those who prefer to play with only one fire button, or the mouse,
  • new items, and a new monster,
  • different shot types when the right items have been found (switching with [TAB],
  • pause, save and load.

All the changes are already in the GitHub: https://github.com/Cirrus-Minor/witchblast
Next release: Dunno   :-P

The new character:

New character and ice attack

Aaaaah ! Slimes !

SFML projects / Re: Lethal League
« on: May 02, 2014, 04:45:33 pm »
Very nice art and design, and it looks very fun !
A "golden age of 2D arcade games" feeling  ;)

General / Re: Top-Down Roguelike Game, some doubts and thoughts.
« on: May 02, 2014, 12:57:56 pm »
Still runs at 60fps in a 11x11 Dungeon, but when it's 12x12, it's totally unplayable with 1fps.
A map so small as 12x12 shouldn't cause this huge slowing  :o
Why don't you just use, for exemple, a logical and a graphical map ? I'm doing so for my roguelite, it's quite fast and not so complex !

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 02, 2014, 08:16:10 am »
Hi Null Pointer, and thanks for your interest in this project !

How does the computer know which sprite to use from the sprite sheet?
Well... It doesn't know :-)
You have to select the right rectangle.

In this example:
sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
The variables "width" and "height" represents the width and height of a frame (64 x 96, in this case, I believe...).
So the texture rectangle represents the 4th frame of the third line. (it's according to your understanding)

In GIMP (or others softwares), you can configure and display the grid, so you can see all the "frames" of the sprite.
I save as PNG file with transparent background.
I use the pencil object with a size of 1 pixel, and "hard" eraser, to prevent anti-aliasing while drawing.

There are some tutorials for doing sprites and tiles, but I'm really not an artist (someone will help me with the graphics, there will be an update in this way soon).

Where did the sprite object come from though?
It comes from the SpriteEntity class. You know about OOP ?
Here the hierarchy for the PlayerEntity:

GameEntity (base object, with some "physics" and it records himself to the entity manager)
SpriteEntity (add the sprite (we must attach a texture), frame concept, and rendering)
CollidingSpriteEntity (add box collision)
BaseCreatureEntity (add "game specifics" data - like HP, states, etc...)
PlayerEntity (add methods to pass it the inputs, proper rendering because it's more complex as the others sprite, etc...)

The new changes look great!!
P.S. The green jelly things are intense.
;D Thanks !
I don't know when I'll do a new release, I'm working on the integration of the new graphics, I'll implement some new contents, etc... But I frequently update my Git, as you've seen.

SFML projects / Re: C++ Bot
« on: April 30, 2014, 08:21:59 am »
Is the font file "arial.ttf" in the directory where you launch the application ?

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 27, 2014, 03:40:48 pm »
So it's working ? Good !

I've just added save/restore implementation (saves the game when quitting if the player is alive and the room has been cleared) and memory leaks fix (thanks Dr Memory).
Do not hesitate to report any bug or crash that occurs !

Graphics / Re: Strange behavior when I draw a chequered design
« on: April 24, 2014, 01:50:08 pm »
I'm not sure, but I would say that resizing the windows does not resize the "video mode".

SFML projects / Re: Adventure platform game Penisator
« on: April 23, 2014, 11:19:33 am »

That's quite... trash !
Nice art !

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 23, 2014, 07:30:59 am »
Have you experienced similar behavior with other games ? Other SFML projects ?
And you said it stops when the player dies ?

I've done some (big!) bug fixes and optimisations yesterday, you can update the sources, but the player rendering process is still the same...

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 22, 2014, 08:43:31 am »
Hi Null Pointer, the "media" directory has to be where you execute the application. I don't use VS so I can't help you with this IDE.
If you want to test it, you can copy the media directory and the binaries in another directory and launch the .exe.

For the flickering problem: which graphics card have you ? Are the drivers up to date ?

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 18, 2014, 08:32:01 am »
Hi Null Pointer,
thanks for your interest in my project.
My code is pretty ugly but I've try to separate the "generic" features (like the resources and entity manager, the game main class with the loop, the rendering, the processing, etc...) and the "Witch Blast" ones.

1) I've made the sprites and tiles with The Gimp,

2) For the music, the track has been made with a guitar and a ZoomG2 pedal, and "mixed" (rythm + lead) with audacity.

And yes, my pseudo is a reference to the song (as I was looking for a name, I was listening to More ;-) )

SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 17, 2014, 08:57:16 pm »
Thanks !
Yes, Binding Of Isaac is an amazing indie game !
Oh... I've corrected the title...

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