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Topics - lordseanington

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Graphics / Different Shaders on different sprites
« on: March 28, 2020, 12:16:28 am »
So, I have a game engine I'm working on and I want to have multiple shaders applied to some sprites. However, not all sprites have the same shaders being applied to them and I plan on having support for shaders that all drawables go through.

I understand that I have to chain it using render textures, however I am unsure how to position the individual sprites properly.

So it would go a little something like this

1) Sprite gets drawn to a small render texture with first applied shader
2) render texture gets drawn to a large render texture with second applied shader
Repeat 1 and 2 for all sprites
3) Large render texture is applied to screen with the global shader.

What I'm having an issue with is choosing the size of the small render texture (because it needs to fit a possibly rotated sprite) and keeping it positioned in the center, but drawn in the right position for the global texture.

If anybody has any insight, I would be greatly appreciative.
Thank you.

SFML projects / SFML Gameboy Emulator
« on: November 09, 2019, 09:17:37 am »
Hello there everyone!
Long time no see.

I have been working on a project for the last 4 months or so during my spare time, and I decided to show it off here a bit. It isn't anything overly complex as far as emulators go, and it's still got heaps of bugs and inaccuracies, but it can run a few games and looks/sounds okay.

I posted a video I took here:

There is still quite a bit to to for it before I am fully content with it, but as always I am never content with it.
A few TODOs:
Implement the 4th audio channel (the noise channel)
Implement some more cartridge types (right now it only does MBC1 and rom only carts)
Add support for gameboy color
and add a per channel waveform renderer (this is just for style, and because I love old video game music).

SFML is used for audio, video, and events (so basically everything).
Let me know what you think, like, ect.

SFML projects / The Aracit Game Engine
« on: February 12, 2017, 08:39:57 am »
Aracit Game Engine

For the last few months I have been working hard on a game engine for me to use in future games of mine. It is specifically going to be a tilemap game engine for use in top down games, but it would not be difficult to repurpose for other types of games.

I have done major reading on proper game engine architecture for the last year, and managed to finally find an architecture I liked that should be not too difficult to implement. I have pulled together a large portion of the engine within the last month, and luckily made everything flexible enough for my needs.

I still have a long way until I'm done, but I decided to post what I have and get some opinions. This engine is going to be using sfml and the windows api (I am using it for plugin loading but also plan to implent lua)

I currently have the game server running at a good speed and have managed to optimize it extremely. I plan to fully implement mulithreading.

The engine itself is layed out to be networked and multiplayer, and a single player game could just have it so nobody else could connect.

I currently have a full architecture for game objects of tile types and entities, a fully working event manager, a client and socket handler, updating time management, the structuring of the colission and physics system, and plan to create and implement an ai component soon.

I have decided to make this engine my primary programming focus, the only other being 1602 assembly (for the nes),

I plan to keep everyone updated and use my brand new capture card (applause) to create a few vidoes about the engine. Once I actually release the code in a little while (cause I'm a perfectionist and want everything I can do done) I would like some feedback on what I could have done better.

Plugins will be using dll with a custum DLL loading system (because the windows api didn't fully support loading DLL from memory) that is already created. I used this because I need to be able to stream a plugin and load templates for tiles and objects dynamically based in the area they are in. Games using this system probably won't want to be generated and rather built (unless I find a system to help).

I would like your opinion on what I have said here as well, as you may have your own solutions to my issues.

For the moment I have a few things I am yet to create and have on my list to implent:
        A streaming rather than full loading system
        The full client
        A GUI (fully implemented)
        Full integration of the plugin loading system
        TinyXml (for use in systems for generic things) 

The client really doesn't do overly much yet, as it only displays tiles and objects, and allows messages to be sent to the server with key binds.

I hope to release at least some code or video soon, but I think I have struck gold (as I have made some pretty cr**** things in the past)

Thank you for reading this to the end and I will keep you updated.

General / SFML Built With CMAKE
« on: November 10, 2016, 05:52:06 am »
Hello Everyone, Long time no talk,
I am stuck right now and any help is appreciated:

I recently updated my version of MinGW so I am now using gcc version 5.3.0
When I did i began getting the same old procedural entry point error caused my mismatched libraries and the compiler. So I rebuilt SFML just as I have done before using cmake. At first i tried dynamic libraries and compiled/installed them into my usual SFML directory and built a test program using Code Blocks.

It crashed with a procedural entry point error. I then cleared out SFML again and tried building the static libraries, using them, and it compiled but I still got the procedural entry point error.

I am trying to compile the latest version of sfml.
Thank You

SFML projects / Temporarily Named MMORPG: The Adventure Game
« on: January 10, 2016, 09:22:00 am »
Sean Here,
Well hello everyone, I am back and with some news. The MMORPG i have been working on for the past 6 months has progressed. I have many things working now and a small development group i call Trangler CO. It uses a multiplayer engine i am developing i call the Aracit Tilemap Multiplayer Engine.
We currently have some fruits to show for our labor and some updates.
Current Working Systems:
1. Movement and Collision
2. Login and Registration
3. Basic Item Use and Inventory Management (AKA Potions, Tools)
4. Block Breaking Using Pickaxe
5. Block Placement
6. Spritesheets and Updating from the server
7. Easy Block/Item creation
8. SOME block based events
9. Map and player data saving
10. Inventory Viewing and Equipping

1. Fixing Bugs With the Collision System and Block Breaking System
2. Adding Basic Entities
3. Adding Global/Touch Based/Activation Based Events
4. Better Graphics
5. Text Events and Prompts (Next update for sure)

The only three items working are potions (health but easily make more)
pickaxes, and blocks.

The game is currently multi player however actually viewing other players has yet to be implemented and will be when entities are.

Note that my graphics designer has been busy so a large portion of our items/blocks/players are just stand ins until my designer finishes.

We have full plot ready and some other things prepared for when we need them. We dont have a name yet so now we are just calling it the adventure game.

Our Website is Currently

Currently we have been in dev for 6 months (or more) and sadly had a flashdrive fail on use so we had 4 months of work destroyed, however we now have everything back (and better) within the 2 months since. If you would like to speak to me please email me at Aracitdev@gmail.com.

Thank You and Give Feed Back

SFML game jam / A few questions
« on: January 10, 2016, 06:50:51 am »
Well i have a few questions.
A. What is the game jam.
B. How do i get started with it.
C. When is the next one.
D. Where do i find the rules.

Audio / Audio Sample Analasis
« on: September 26, 2015, 07:13:07 pm »
I have made a data encoder that encodes data into audio using frequency modulation. I am having a main issue though. I directly load the file into the sound buffer and get its samples and im trying to decode it. I have a set amplitude, a set of data, a constant offset and i multiply the data by a multiplayer to make it easier to notice. 
Code: [Select]
void EncodeData(std::string data, int speed, int multiplyer, int offset, unsigned int AMPLITUDE, int mode, std::string filename)
    int seconds=(ceil(data.size()/(double)speed));
        std::vector<sf::Int16> encoded;
    const double TWO_PI = 6.28318;
    double FREQUENCY= 0;
    double increment = 0;
    double x = 0;
    double switchtime=ceil((44100*seconds)/(double)data.size());
    std::cout<<44100*seconds <<" switchtime: " <<switchtime <<" datasize: " <<data.size() <<" samplecount: " <<seconds*44100<<"\n";
    double x2;
    for(int sample=0; sample<44100*seconds; sample++)
    sf::Int16 Sample = AMPLITUDE* (sin(TWO_PI*x));
    sf::SoundBuffer buffer;
I am trying to get the data from the sound samples. I have this so far.

Code: [Select]
bool DecodeFile(std::string filename, int speed, int multiplyer, int offset, int AMPLITUDE, std::string &output)
sf::SoundBuffer sb;
int rate=sb.getSampleRate();
int seconds=sb.getDuration().asSeconds();
int datasize=seconds*speed;
double switchtime=(44100*seconds)/datasize;
const sf::Int16* samples = sb.getSamples();
std::vector<char> data;
for(unsigned int counter=0; counter<data.size(); counter++)
    data[counter]=' ';
// Here is where im stuck

I already know that i need to loop through everything but my main issue is the formula to get the Data. Altogether though i might be totally wrong on everything i did.

Network / Sending Binary Files Across A Server
« on: May 19, 2015, 02:44:51 am »
I am very confused on how to send a binary file across a network using SFML Udp Sockets. Can anyone clairify the topic or give me a hunk of code on how to send and receive. I am talking about files that can fit in the packet, not multi-packet files.

Network / sf::Packet Data Extraction
« on: January 20, 2015, 01:56:28 am »
When getting data, must you do all of your extractions in one line of code or can you do one extraction. And then, when you do the next, have it continue where you last were at. Example:

packet <<x <<y;
packet >>x;
packet >>y;

If not, is there any way to do it.

General / The Beginning of an MMO
« on: January 17, 2015, 08:08:21 am »
I have heard many questions in the past about this. I have been looking into this for over a year now and have a game i am trying to adapt to an mmo. I rebuilt the foundation of it and mannaged to get the server to add the cilents ip to a list as well as its username and player info refering to a number given to it. I now have a prosgram that has it connected and listed on both ends. Now I have the server sending map data to the scilent in between upperleftx and upperlefty to lowerright x and y . It is based off of view width and viewheight . How should I aproach sending data between upperleftx and y and lowerightx and y in a square. How would the server receive properly. Thank you. Edit:: even a link to a tutorial might help.

SFML website / 2.0 View Tutorial Clarification
« on: November 12, 2014, 05:01:27 am »
I noticed that in the view tutorial in v2.0 is a bit vague but just saying you are supposed to do this

initialize view

game loop
do any changes to view

I was verry confused about this when I started and to save other people the confusion I did this. The sfml system is good but you can get easily confused if you are new to it.

SFML projects / Currently Unamed 2d Tile Map RPG Game
« on: August 04, 2014, 07:37:57 pm »
                                                      Unnamed 8-Bit Retro 2d Tile map RPG Game
This game, as it is still unnamed, is not available but it is planned to have:

  • Multi-player
  • Fast and Fun
  • Modability

          It does currently compile and run. I have no monetary interest and am doing this for learning experience. It may become commercial later but for the time being I want this to be a fun free game.

It is currently running and does have
moderate graphics
plugin system basics
basic inventory setup

Multyplayer will be available soon

I will be asking for beta testers eventually.

I will keep you guys posted.

Snapshot is not correctly sized and out of date.

General / Crash Error, windows sfml game
« on: July 30, 2014, 10:44:56 pm »
 This game i am working on is a tilemap game. It compiles perfectly but crashes when run.
 I have created a game in c++ using sfml. It is still in early stages. I have an error I can not figure out. It compiles perfectly but when it is run, it instantly crashes. It happened after I added the area I commented as inventory
and the area commented as item_use. Please note I had to cut out some functions.

The Code

(click to show/hide)

This used to be much worse. Before i ran into this error i had the graphics driver fail on me. It is fixed but now i ran into this.

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