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Messages - Brendon

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46
Window / [SFML2] Window crashes when calling destructor (ATI)
« on: January 27, 2011, 03:24:31 am »
Is there a temporary hotfix we can possibly apply to the SFML code itself? (I'm guessing somewhere in the sfml-window initialization?)

47
SFML projects / Atom Zombie Smasher
« on: January 25, 2011, 02:00:40 am »
@DevilWithin - the menus/screens animate with a very basic system.  

As the menus transition on and off the screen, their "Transition" parameter slides from 0.0 (fully off-screen) to 1.0 (fully on-screen).  This Transition parameter is then used for all the transition animations.

For example, the options menu:
Transition 0.0 = Options menu is positioned at the right edge of the screen.
Transition 1.0 = Options menu is positioned screen-center.

As the Transition parameter goes from 0.0 to 1.0, the menu then "animates" to screen center.

@CJ_COIMBRA - thanks!  SFML's a wonderful library to use.

48
SFML projects / Atom Zombie Smasher
« on: January 25, 2011, 12:13:57 am »
@Groogy - I'm working on getting on Steam, with any luck it'll get picked up.

@DevilWithin - Which animations are referring to?  Menus, particles, characters?

49
SFML projects / Atom Zombie Smasher
« on: January 24, 2011, 10:51:10 pm »
My first game Flotilla used XNA. After that I switched to SFML.Net, so I could go cross-platform.  Switching from one to another wasn't that bad - I use my same home-brewed "engine" across all my games, I just needed to plug my low-level drawing/audio calls from one library framework to another.

To get SFML.Net running on Mac & Linux, I use Mono.

Other than that, I don't think I'm using other tech - I'm not very tech-oriented, and even if I wanted to go tech-heavy, I don't think I have the know-how!

50
SFML projects / Atom Zombie Smasher
« on: January 24, 2011, 05:34:07 pm »
Hey all, wanted to share my latest SFML game, Atom Zombie Smasher. http://blendogames.com/atomzombiesmasher



At the peak of the 1961 zombie outbreak, you are handed control of all combat and rescue operations. With aid from artillery crews, sharpshooters, and other mercenaries, you are tasked with safely evacuating civilians out of infested municipal areas.

Campaigns are waged in procedurally-generated worlds and cities, ensuring each playthrough is a unique experience. Demolition aficionados will be pleased to know cities are modeled to be fully destructible, giving every landmine, dynamite charge, and orbital strike the oomph it deserves.

Users can also create and play mods for Atom Zombie Smasher.  Gameplay parameters are completely open to modification in an easy-to-learn fashion. The Online File Share allows users to then share mods with others.

Game & demo are at: http://blendogames.com/atomzombiesmasher

And another big thanks to Laurent & crew for the wonderful SFML library. Thanks!

51
DotNet / Static linking with dotnet
« on: January 23, 2011, 07:03:16 pm »
Okay, I understand now - thanks for the reply.

For what it's worth, I'm told everything works fine when drivers are rolled back to an older version (8.56.1.15). For the moment that's the workaround solution I'm using.

52
DotNet / Static linking with dotnet
« on: January 22, 2011, 10:16:06 pm »
I dug around the forums regarding the ATI driver issue (http://www.sfml-dev.org/forum/viewtopic.php?t=3438), and it seems static linking SFML seems to be the solution.

But - it seems .net framework / Mono doesn't really support static linking; or at least I haven't been able to find how.  Anyone with more .net knowledge have any tips on this?

53
DotNet / Binding for DotNet in Linux (Mono)?
« on: January 22, 2011, 10:11:33 pm »
You can take a look at how I structured my project: http://www.blendogames.com/files/airfortedemo.tar.gz

I include a shell script that tells Mono where to find the libraries - maybe give that a try.

54
DotNet / ATI Graphic Card Issue
« on: January 22, 2011, 09:18:57 pm »
@WarHampster - is the ATI issue resolved in sfml 1.6?  I'm using sfml 1.5 and my users with ATI cards (radeon 4xxx-7xxx) are reporting my program isn't running.

55
SFML projects / New SFML.Net game: Atom Zombie Smasher
« on: November 24, 2010, 11:32:45 pm »
I use Visual Studio for day-to-day work, and do playtests with my Mono build.
My game is a self-contained package that includes all the necessary Mono files, so user installation is just copying files into the game folder.  I haven't had any Mono issues yet, and I've found it cooperates pretty well with SFML.

Yup, I do all the graphics work.  Air Forte was pretty fun to do because it was all purely 2D art.

56
SFML projects / New SFML.Net game: Atom Zombie Smasher
« on: November 23, 2010, 09:21:29 pm »
Hi Adan,

I released Air Forte in July, so it's actually been out for quite a while!  I've been working on Atom Zombie Smasher for about five months.

Atom Zombie Smasher is entirely built with SFML - window, graphics, and audio. The 3D bits are done through Tao OpenGL.

57
SFML projects / New SFML.Net game: Atom Zombie Smasher
« on: November 22, 2010, 07:16:33 pm »
Thought I'd drop a note here about my new SFML game, Atom Zombie Smasher.  Site and trailer video here: http://www.blendogames.com/atomzombiesmasher

Atom Zombie Smasher is a tactical strategy game set during the peak of the 1961 zombie apocalypse. Plan rescue operations and take to battle with your crew of snipers, demolition experts, and research teams.

I'm using the .Net binding, along with Mono so I could port it to Mac & Linux. This is my first time using OpenGL calls, and I was very pleased with how easy it was to get going with it.  I basically began with the test cube in the SFML sample application, and started building from there.

58
General discussions / Thanks
« on: November 04, 2010, 05:23:07 pm »
Another big thanks to Laurent and crew.  SFML's a great library - well documented, robust, easy to use.

59
SFML projects / Air Forte - SFML game released on Steam
« on: October 30, 2010, 02:01:33 am »
@jonaSoft - For the Xbox360 version, I ported the game over to XNA.  Both versions use the same C# gameplay code and I kept the drawing/audio calls modular, so it was a fairly smooth transition.

60
SFML projects / Air Forte - SFML game released on Steam
« on: October 07, 2010, 02:30:14 am »
Thanks, everyone!

@panithadrum - I can't get into the specific numbers, but as a developer I've been quite happy working with Steam.

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