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Messages - WitchD0ctor

Pages: 1 ... 4 5 [6] 7
76
SFML projects / Super Arena. A simple 2D multiplayer shooter game.
« on: August 22, 2010, 12:55:31 am »
well, i really don't know much about network programming, but i would recommend putting the server and the client in the same program. and letting the user decide witch one it wants to be maybe?

77
SFML projects / Mappy tilemap engine playback library port for SFML
« on: August 21, 2010, 01:17:21 am »
Nope, just tested it out to be double sure, created a 32 bit (+ alpha) FMP and importing a transparent png image causes the tiles that are partially transparent to become fully opaque and ungodly ugly :s



EDIT:
new question, how do you use
       'SetMapStartPosition'
and
   'SetMapDimensions'
?

im trying to convert my camera from using mappy's functions to using Views, but when i do, I see that Mappy automatically culls tiles that are not suppose to be visible, but they are cuz I'm using views now. and i thought that with these functions, i can set the map Dimensions to the size of the map, so it would stop culling but i was wrong.

Am i on the right track here?

EDIT 2:
nvm, got it working! was resetting the Map start pos, and Map dimensions every time i draw a layer because of an incorrect call. fixed now

78
SFML projects / Mappy tilemap engine playback library port for SFML
« on: August 20, 2010, 11:06:40 am »
i don't think so, its either fully transparent or fully opaque, doesn't seem to allow png's that are inbetween

79
Feature requests / Memory-mapped files
« on: August 19, 2010, 06:48:30 am »
sounds like you want something like Physfs, which is something that can work well with SFML anyway, amiright?

80
SFML projects / Mappy tilemap engine playback library port for SFML
« on: August 18, 2010, 04:58:05 am »
Cool! It works, thanks

now does any one know of a version of mappy that supports alpha transparency? Other than magic pink? Like blending?

81
SFML projects / Mappy tilemap engine playback library port for SFML
« on: August 15, 2010, 12:02:06 pm »
Is their a way to load the .FMP from memory?
that would be a real useful feature

82
SFML projects / Ultimate Zombie Fighters
« on: August 07, 2010, 08:23:56 pm »
I see your using micropather for a*, how is that? Was it easy to get working correctly?

83
SFML projects / Open Source 2d shooter
« on: June 11, 2010, 06:44:23 am »
How did u bind your classes/functions to lua?

84
SFML projects / sfengine - a Lua game engine
« on: June 04, 2010, 12:39:14 am »
How did u bind lua to your classes/functions?

85
SFML projects / PlovR
« on: May 25, 2010, 07:40:37 am »
Quote from: "redbull2020"
Wow, looks amazing so far.
Can't wait to see the final version.
What do you use for the particles?

Thanks, as for what i use for particles, they are custom, I JUST got done with the particle editor


its my first VB.net program so it can use a few design principles but its fully functional!


@Nexus:
Everything is placeholder art so EVERYTHING can use better graphics :P

EDIT: Added link to tech demo

86
SFML projects / PlovR
« on: May 22, 2010, 02:09:58 pm »
Pronounced "plover",
It is a 2d Space shooter I'm working on, Will be an action based game with some RPG elements.

The story:
In the year 400 Billion, The Black Star is the largest corporate conglomerate in the universe. As humanity has expanded their hold on the galaxies around them, they have come upon super massive extra terrestrial creatures named 'Vulnero Astrum'. Though most are quite timid, some have proven hostile to everything around it. The black star makes it's business by disposing of the creatures that wonder to close to inhabited planets. You are a plover agent, a cog in the great black star machine. You along with your navigation operator must single handedly take these small planet sized organisms down from the inside.


screenies,





Video,
http://www.youtube.com/watch?v=SqbcUPRjXOo

Still Very much in development



EDIT:
here is a tech demo of what I have so far,

www.blackshark.nukelol.com/NSSC/PlovR_003.zip

warning, this runs fine on my gaming/development computer but i hear that it runs horrible on others thanks to the parallax backgrounds i added,

So, be warned :o

87
Graphics / Extending the Sprite class?
« on: May 20, 2010, 10:20:02 am »
can you post the rest of your code, like where your load your image, and draw it to the screen?

88
SFML projects / Mappy tilemap engine playback library port for SFML
« on: May 20, 2010, 07:19:11 am »
Cool! the only time i would need it to scroll faster was if it was in front of the map being drawn, which i might want, but that's something that would be a special case and i would add the myself any way.



EDIT:

also i noticed this in the header file,

Code: [Select]
If SFML has a method of returning image size for a sprite, let me know so I can change it so they don't need to be passed in.


I believe you can get it like this,
Code: [Select]

sprite.GetImage()->GetWidth();
sprite.GetImage()->GetHeight();




EDIT #2

Ok, I added the multi-speed scroll ability to the DrawMapParallax by adding a nother argument "float scrollSpeed", and if set to 1, it will scroll at the same speed of the map, the closer you get to 1 the slower it is, so 1.7 will scroll faster than 1.2.

works pretty well, if you would like to see the whole thing i could post it, but it really isn't much, the "scrollSpeed" just replaces the hard coded 2 in the function.

89
SFML projects / Mappy tilemap engine playback library port for SFML
« on: May 20, 2010, 12:18:38 am »
hey, I have a little feature request, don't know how feasible it would be, but how about being able to control how fast the parallax backgrounds scroll? for a cool multiple parallax effect, like you call

   
Code: [Select]
Map.DrawMapParallax(*Get_RenderWindow(), Background, Background.GetImage()->GetWidth(), Background.GetImage()->GetHeight(), Map.Get_Camera().x * scrollSpeed, Map.Get_Camera().y * scrollSpeed);


because currently if i were to multiply by scrollSpeed, i get really weird effects.


This isn't important or anything, just thought it would be kinda neat :)

90
SFML projects / Mappy tilemap engine playback library port for SFML
« on: May 19, 2010, 11:27:33 am »
Cool, my issue has been resolved, thank you so much!

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