61
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: March 17, 2016, 06:31:38 pm »
Wow that looks very polished! Well done!
This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.
Don't link dynamic AND static libraries.
Which ones are static and which ones are dynamic? And do I only link the static ones?
What do you guys think of it? The question is: Is it easy to understand (for modders) and easy to use to create own skills or would you recommend me to spend time in making a GUI-tool for skill-creation? There are many skills ingame (currently 100) and they shall be easily extendable.Keep properties consistent (like using type for every tag instead of skill_type for <skill> and mechanic_type for <mechanic>
Well, you see, you can have some sort of Z coordinate which will determine some stuff, like entities not seeing/colliding other entities if they have different Z coords or which entities should be drawn under some tiles and which ones should be drawn above the same tiles.Of course! A character-bound Z index. That makes sense as you always have to go up/down stairs (Z trigger object) to get onto an overlaying tile. So it's probably flat. But enough about Zelda!
The dilemma is: do I store bridge tiles like I do in "3d" version of tile map or in "flat" version... Uhhh...Shouldn't you take a step back, look at what you want to achieve with the game and go from there? You started with a really cool idea and have a lot of functionality in place. You probably want/need to develop some more mechanics for interesting enemies and items. Possibly add level/world-altering effects. You'd have a storyline you want to implement. Would leaving out the 3D stuff in any way impair your game?
Right now I'm having a problem of dealing with all this stuff. Can't decide which way is better, "flat" or "3d" one, so I want to discuss it with everyone. I don't really know about all SNES games, but it seems like most of them store tile data as in "flat" approach with some tiles being able to be written above everything. Do you think it's really so?I share the dilemma . Personally i decided to work on a system that supports the Z index as i'm sure i'll miss it at some point if I don't (when designing creative encounters).
It seems like "3d" way has more disadvantages then advantages...
Ha-ha. Well, I think it's okay to have secrets in obscured places, but it's not a good idea to put stuff you can't see but have to interact with.Very true! I was just messing
Thank you! For now, it's limited to tiles with z = 0. But there's nothing preventing me from doing tiles with lesser z, so I'll make it. For example, I can build gaps like one I've showed previously where the platform was.That would be cool. Again obscuring areas would be tricky to prevent i suppose. Unless you make it so that higher Z objects are hidden / transparent when you move behind them (or hide the entire Z layer)...Tricky stuff.
Hehe, I've thought about that. Too much work for little profit. I'll mostly make stuff which isn't obscured behind objects in front of them so 3d is not needed. (Because this will also be a poor level design as the player can't see what's behind the walls!)You're flaming so many nintendo games here among which many super mario games (lol). Obscured places were the most rewarding ones!
Looking forward to the result. Don't forget that the SFML forum has a dedicated Projects forum.Yeah i noticed. Some cool stuff there! At the moment it felt a bit premature as i don't have anything visual to show (obviously lol). But as soon as it's starting to take shape i will deff share my project!
When drawing to the window, it actually draws to a buffer - not the actual window. It then swaps this buffer with the window's content in one go when you call window.display() (which is why this is required).Ah right...That makes sense!