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Messages - bitano

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61
SFML projects / Re: Chesster [SFML Puzzle Game]
« on: March 17, 2016, 06:31:38 pm »
Wow that looks very polished! Well done!

62
Altho the games are entirely different, everytime i see your game it makes me think of Another World.

Aaah the good ol' days. That too was an awesome game!

Anyways - Good vibes!

63
Audio / Re: undefined reference to `sf::Music::openFromFile
« on: March 17, 2016, 03:00:06 pm »
Don't link dynamic AND static libraries.

Which ones are static and which ones are dynamic? And do I only link the static ones?

Dynamic library: sfml-network
Static library: sfml-network-s

Notice the -s at the end of the library name :P. Remove those SFML libs without -s

64
SFML projects / Re: Squid Blaster
« on: March 17, 2016, 09:01:27 am »
I had a new best time!!!!!! :D lol

i think it's a simple, but fun game. Well done!

First time i played it wrong (didn't read the ReadMe file lol) and thought i had to kill all the squids. Second time i felt it made more sense to save my ammo and look for the weak spots. Then i read the ReadMe file which actually mentioned doing just that (doh). So it felt more like "Squid survival" than "Squid blaster", which is totally fine of course. :D

---
Notes
I kinda missed not being able to move diagonally.
Sometimes it felt like i was hit by a squid eventhough it didn't look like it was hitting me. Maybe a minor hitbox bug? Most of the time it seemed fine.

Nice-to-haves
If it were me, i'd improve the graphics some and add some effect animations (eye candy)

65
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: March 16, 2016, 03:15:52 pm »
Aaah the cute pigtailed little girl... The worst possible enemy to be beaten by. :D

66
SFML projects / Re: Last of the Ambaras
« on: March 15, 2016, 06:34:09 pm »
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>
Also: Audio has 2 "mechanic" properties?

I think most modders can deal with well-documented, consistent XML code. A GUI seems more like a nice-to-have further down the road.

67
SFML projects / Re: Temporarily Named MMORPG: The Adventure Game
« on: March 15, 2016, 08:27:26 am »
Screenshot (or better: youtube link) Please :D

68
General / Re: Real Time Keyboard Input
« on: March 15, 2016, 08:24:18 am »
Use a boolean vector <keyVec> and resize it to 255.

On keyPress check whether keyVec[sf::keyboard:<keyPressed>] is true. If so, ignore the keypress and if not, set it to true.
On keyRelease set keyVec[sf::keyboard:<keyReleased>] to false.

Nexus' method is better though as that's simply using already built-in functionality/logic.

69
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... :D
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?

Looking at what you shared so far i'd think not, but my knowledge of your game / concept is very limited :D

70
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?
It seems like "3d" way has more disadvantages then advantages...
I share the dilemma :P. 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).

Unless they tricked it somehow, I think Zelda - a link to the past was in fact 3d, as you were able to move over and under bridges, etc (similar to your last demo GIF).
Having said that, from the top of my head i can't think of any situation where the 3D aspect added a whole lot to the player experience... Grrr i'm gonna have to watch a Zelda gameplay vid on youtube now to make sure :-)

[UPDATE]
Check the following example: https://www.youtube.com/watch?v=xf2IO7P5DVA&feature=youtu.be&t=3h15m16s
The next couple of rooms have some Z-layer mechanics. There are more rooms like this in Zelda where you see both an upper and a lower area that overlap, but most of the game seems pretty flat. I don't think leaving out the overlapping bits would've broken the game :P

71
Woa! Thanks for the detailed answer and great idea to dedicate a thread to the issue. Let's see where that leads.
In the meantime, I'll do some puzzling myself :D

Also, that ImGUI looks good. I'm gonna have to borrow that as well. That saves so much work  :o

72
SFML projects / Re: Pointless Wars - [Turn-Based Pointless Strategy]
« on: March 11, 2016, 11:08:09 pm »
Hahaha that looks awesome :D.

73
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. :D
Very true! I was just messing :P

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.

Also i was wondering - How are you dealing with the drawing of higher structures which have a base outside the viewport? If the base tile (Z=0) is culled, isn't the entire structure above the base tile culled as well (Z=1/2/3/4/etc)?

I'm interested in this as i'm working on something somewhat similar.

74
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! :D

Also: Nice work! The Z implementation looks awesome. Can you also go downwards, or does the level editor start from the base allowing you to only build upwards?

75
Graphics / Re: Help! Regarding view and world drawing
« on: March 10, 2016, 09:15:58 pm »
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!

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