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Messages - JoelHoover

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Window / Re: Window Size On Retina Macbook Pro
« on: July 22, 2016, 10:07:13 pm »
This isn't so much as a bug as it is just how SFML works right now. Currently, SFML does not distinguish between physical pixels and virtual coordinates, and it is impossible to add without significant API changes (see here for discussion).

So if you are developing for OS X, you can either set NSHighResolutionCapable to true, but deal with having your windows open small/other scaling issues, or you can set NSHighResolutionCapable to false, but have your app seem "blurry" on retina displays.

I also put together a little project here that will build two apps from the same codebase, one with NSHighResolutionCapable true, and the other one false, making it really easy to see how this option affects an application.

SFML game jam / Re: 5th SFML Game Jam
« on: April 01, 2016, 08:46:17 pm »
Hey all,

I also unfortunately didn't have time during the Jam to actually make a game (started a bit, but got nothing useful done). However, as before, I managed to port all of the posted submissions to OS X! I tried to modify as little as possible, and hopefully I didn't break them building on Linux/Windows. Anyways, here are the links to the releases on GitHub: Copcop, Tracks, Orange Guy, and Dying is an Option. If there are any issues with them, please let me know!

Also, here's my review on each of the games:
  • Copcop: This game is actually looking really good! I think this is the first time we've had a story driven submission for any of the SFML Game Jams. It needs a lot more content before it is really playable, but I really like the potential in the game. Also, the shader, abet subtle, had a really cool effect!
  • Tracks: This has a really good concept here and is very playable! In the beginning it's a little hard to understand what's happening with the wrapping falling, maybe adding some lines above and below the track indicating where the wrap points are would make it easier to understand. The game is really fun (even if you don't jump and just watch it go). I managed to get a best score of 18:13.
  • Orange Guy: This game is very well rounded: solid graphics and audio, fun gameplay, and good use of the jam theme. I feel like the controls could use a bit of balancing yet, but I really love how bouncing off the walls flings you to the next platform! My high score is 3755.
  • Dying is an Option: This had a really great interpretation of the theme and uses it as a core mechanic. I will that the "perfect maze" can be really punishing at times though (you get really close, then have to go all the way across the map), and it would definitely benefit from there being multiple routes throughout the map. My lowest score was 5 (the exit spawned right next to me!), but most of my wins were in the 200-500 range.

Anyways, it was really fun play all of your guys's games; good job to everyone, and great thanks to Eremiell and zsbzsb (and anyone else who helped) for setting up and running the Jam!

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