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Messages - bitano

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16
SFML projects / Re: Unnamed Project: Top-Down 2D Game
« on: March 29, 2016, 09:09:42 am »
I really like how this game is progressing. It already looks quite playable :D
Keep up the good work!

17
Looking at your (once again thorough) explanation including visuals, I wanted to reply with something quite profound....but couldn't think of anything. Mainly because i'm thinking you've investigated quite a few options yourself and therefore are well-informed on the pros and cons of each existing method.

I don't think I'll add jumping. It's pretty hard to implement and make levels having that in mind :)
Just wanted to add the question: Does this mean you also don't want to add falling from platforms and/or hovering off of them (or from one to the other) in ghost form?

Also you mentioned preventing placement of entities larger than 2 tiles in those zones, but what if you have a scenario with a 3 tile high moving entity?
Maybe an entity / mob would have a tile-height to check against (and simply cannot move underneath when tile-height > Z)?

Keep up the good work! :D

18
SFML projects / Re: Amsale
« on: March 26, 2016, 09:06:39 pm »
Yes, I have already implemented that in the new update :)
You're on fire! Unstoppable :D

19
Yeah I like the rotation idea, animation would be really cool but I'm not a great animator so I might add that later when I get better at it :)
Oh i didn't mean anything super fancy with animation, but more instead of just showing them onscreen, make them zoom in juuust slightly or (as you will) move the camera a bit from left to right when showing a polaroid and vice versa on the next. So ye basically play a bit with the camera in a very subtle way when fading into the polaroids. :D. Just a suggestion ofc.

The very first room of the game, prior to acquiring a space helmet. Wonder what's behind that heavy door?
(click to show/hide)
A SPACESHIP...OR ....OR....a TELEPORTER PAD !!! a three headed monkey?

20
To take on such an ambitious project i would personally never agree to a fixed price arrangement. That's because development will always take up more time than you planned for (so based only on fixed price it would always cost you money).

Good luck finding your programmer though. I hope you'll succeed :D

21
SFML projects / Re: Amsale
« on: March 26, 2016, 12:30:01 am »
I think the game is in a too early stage to actually provide some feedback on (Altho Foxhunters points are valid of course).

By all means, keep the progress going and the thread alive! :D

22
SFML projects / Re: Amsale
« on: March 26, 2016, 12:02:20 am »
Alright, I've added a new link, I'm hoping this will fix any problems.
It works!!!

23
SFML projects / Re: Amsale
« on: March 25, 2016, 11:38:23 pm »
Sorry, I've uploaded the download link and I'll add screenshots soon.
Oh noes! I'm so curious but when i start the game all i see is a basic black window with a flashing cursor !!! :(

24
General discussions / Re: Looking for a dev partner
« on: March 25, 2016, 01:24:07 pm »
I'm somewhat hesitant, but at the same time *might* be interested.

Hesitant because i've seen and witnessed some pretty ugly conflicts due to people having different views on time, earnings, direction and what not.

I too am no expert, but i know my way around SFML and C++ well enough to produce what i want. My code will work (but could probably be made more optimal).
I've done several games in the past including c64 assembly games, some very basic c++ test-games and several HTML5 games.

Currently i'm working on a Zelda-like game (balance of puzzle and action), but focussed on coop play. Very early stage still as i started last week :P

25
General discussions / Re: Keyboard array?
« on: March 25, 2016, 07:55:58 am »
It's really easy to create such an array yourself - a couple of lines of code.

    std::map<int,bool> keys; // Add this somewhere in a class or where it doesn't get destroyed
    // ---
    sf::Event event;
    while(window.pollEvent(event)) {
        switch(event.type) {
            case sf::Event::KeyPressed:
                keys[event.key.code] = true;
                break;
            case sf::Event::KeyReleased:
                keys[event.key.code] = false;
                break;
            default:
                break;
    }
 

every key's state can be checked with keys[sf::Keyboard:<key>]

26
SFML projects / Re: Screenshot Thread
« on: March 24, 2016, 09:49:52 pm »
Still lacking some gameplay screenshot(s) - because i only started 1 week ago lol - here's at least a piece of a choice scene in the game. It's somewhat unpolished, but it demonstrates the art style i want to use in the game:



Be gentle please! :D

27
Polaroid style...With some ambient animations i can imagine? I love it :D
Perhaps when showing them play a bit with (slight) rotation?

28
SFML projects / Re: K Station: An adventure game of disappearing lives
« on: March 24, 2016, 03:27:28 pm »
I hear you, though my personal preference is the text input for exactly the freedom you describe. But like you said -- when they're bad, they're terrible. So I'm making mine good.

I'll hold you to that! :D

29
SFML game jam / Re: 5th SFML Game Jam
« on: March 24, 2016, 01:55:59 pm »
It's worth bearing in mind that it's the first one organised by Eremiell too, and I'm sure a load of things have been learnt that will benefit future jams.
Exactly how i feel about it!

30
As said before, the project looks damn good, I hope you'll add a lot and a lot of elements :D
(Ennemies, loot etc..)
What i hope to see is some trap mechanics. Kinda like in Bomberman.
So the player can put down a certain kind of trap / bomb with a timer and lure the enemy within range for:
- increased damage
- temporary complete freeze, slowness, or starting freeze and slowly regaining normal speed
- temporary immobalization (can still shoot, but not move)
- temporary blindness
- etc


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