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Messages - Ztormi

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1
SFML projects / Re: Screenshot Thread
« on: March 11, 2016, 01:57:02 pm »
Here's a small breakdown of the buffers (just recently added normal mapped lighting):

Damn, that's really impressive. Love the things you can do in shaders, especially with stuff like lighting.
Can you give a little insight how you created the normal maps? Did you use some normal mapper or did you have them drawn by hand? Only asking this because they are extraordinary clean.

2
SFML game jam / Re: 5th SFML Game Jam
« on: March 11, 2016, 12:03:36 am »
I really like this little discussion and brainstorming going on. I believe it's the thing these jams need with such a small active community to get more entries.
Not sure if it's really part of any game jams but why the heck not?

3
SFML game jam / Re: 5th SFML Game Jam
« on: March 07, 2016, 03:03:07 pm »
Managed to get my votes in to the final round  ;D
Yeah...

4
General / Re: Haxe Binding for SFML
« on: February 20, 2016, 09:20:19 pm »
Neat
Haxe is cool  :)

5
SFML projects / Re: [POLL] Name This Game
« on: February 16, 2016, 12:20:51 pm »
Reminds me of close-order drills of military service  ;D
Perhaps something along the lines of Square-Bashing?
Square-Bashers perhaps?

6
SFML projects / Re: Blind Jump: Space Themed Roguelike
« on: February 15, 2016, 02:48:52 pm »
Looks great!

I don't really see any relation to rogue though or any roguelike elements for that matter. I don't want to sound picky but seems like every other developer for some unknown reason wants to slap word roguelike on any game involving procedural tilebased levels  :-\

7
Graphics / Re: playing Animations or GIFs
« on: January 25, 2016, 02:37:44 pm »
Pretty sure you can export spritesheets in Spriter. You'd load up the spritesheet texture and handle animations by manipulating Sprite's TextureRect.

8
General / Re: Importing shaders from shaderstoy
« on: January 08, 2016, 03:39:58 pm »
You can see the shader parameters by expanding the Shader Inputs at the top of the shader code at shadertoy. In your case they would be
 
uniform vec3      iResolution;           // viewport resolution (in pixels)
uniform float     iGlobalTime;           // shader playback time (in seconds)
uniform float     iTimeDelta;            // render time (in seconds)
uniform int       iFrame;                // shader playback frame
uniform float     iChannelTime[4];       // channel playback time (in seconds)
uniform vec3      iChannelResolution[4]; // channel resolution (in pixels)
uniform vec4      iMouse;                // mouse pixel coords. xy: current (if MLB down), zw: click
uniform samplerXX iChannel0..3;          // input channel. XX = 2D/Cube
uniform vec4      iDate;                 // (year, month, day, time in seconds)
uniform float     iSampleRate;           // sound sample rate (i.e., 44100)

Most of those inputs are redundant unless the shader is animated. ShaderToy also has support for playing audio so you can get rid of those aswell. Keep in mind that the code there is fragment shader code, you'll probably get away with the default vertex shader found in the SFML docs in most cases I think.

I don't personally like ShaderToy for these reasons, it makes learning glsl kinda hard because of the extra stuff the code tends to have. It's good for demonstration, but I'm usually just googling for general ideas of what I want and go from there.

The result of this shader seems fairly simple, basically it just looks like a horizontal blur applied after rendering the screen with horizontal and vertical lines (which you also do in the shader) and some gamma adjustments.

GLSL is essentially just C with some extra keywords and functions, it's not so intimidating once you have tossed off even the most basic shader, like tint effect or texture overlay for example  ;)

9
Graphics / Re: Is there any way to eliminate aliasing?
« on: November 16, 2015, 11:15:52 am »
I just need to render simple line. So, why I need to implement those shaders, triangulation and complicated render code?

Yes, that triangulation approach is definitely neat but may be an overkill most of the times.
Other than that, I'm not really sure what are you expecting. Shaders are integral part of graphics programming and SFML too. There are so many ways of doing antialiasing it would be kinda pointless to include them in SFML in my opinion considering how many shader resources there are online.

10
SFML projects / Re: Seegurke - A Naval Minigame
« on: October 29, 2015, 03:02:19 pm »
It also looks similar to Overboard on PS1. (great game)

Oo I remember Overboard, that was so much fun. There were different powerups so you could fire all kinds of silly shots and broadsides.

11
There is open source Grafx2 but I find it a bit clumsy. It sure has retro aesthetics ;D and I've seen some amazing stuff created with it.

12
Graphics Gale, I like the way it deals with palettes. And it's free!

13
DotNet / Re: SFML and Windows Forms Application in VC C++
« on: September 11, 2015, 10:36:24 am »
If you're going to use C# for the UI, might as well just get VS2015. You'll have to compile all of SFML's dependencies as well though, so VS2013 will work if you don't want to do that.
You don't need to compile dependencies with SFML.NET as they are provided with the package.

Anyways basic setup goes like this:
Create project
Add folder called lib into project (contents of this folder are automatically copied to bin)
Copy all the dlls from package's extlib folder into project's lib folder
Right mouse click on project's references and add sfml.net dlls from package's lib folder.


14
D / Re: Drawing text to a Image object
« on: September 09, 2015, 10:05:16 am »
So basically you want to draw an image, text on top of that and then get an image out of it? You could use a RenderTexture, draw your image as Sprite, draw text over the sprite. Then get the texture out of rendertexture with getTexture and copyToImage

15
DotNet / Re: SFML and Windows Forms Application in VC C++
« on: September 09, 2015, 09:46:26 am »
As far as I know, MS dropped support of C++ Winforms after Visual Studio 2010, so I guess using it might not be a good idea.

So I'd suggest to drop the Winforms and use something else with C++ and SFML (like SFGUI or GTK). If you're familiar with both C++ and C# another option would be to write the map editor in C# Winforms with SFML.NET bindings and your game in C++ :)

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