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Topics - SuperV1234

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16
SFML projects / Open Hexagon - challenging fast paced game
« on: November 17, 2012, 05:21:19 pm »


Open Hexagon is my first completed game.
It's a fast paced fun clone of Super Hexagon (by Terry Cavanagh).
(Please check out Super Hexagon and consider buying it!)

The goal of the game is to survive as long as possible, by avoiding the walls closing in towards the center.
You are the little triangle, and can rotate by using the left/right arrow keys.

The soundtrack is made by BOSSFIGHT.

The game is completely customizable: you can create and share levels/patterns/styles/music.
Everything can be modified and created with your favorite text editor, thanks to the simple JSON language.

Version 1.7 is now available!

Watch the update video here:


Read the README here:
http://wrttn.in/c7059c

This major update completely changes the level creation system - you can now use LUA scripting to create your own patterns, or create JSON events to make every level unique and to interact with the player.

Change any parameter during gameplay, surprise the player with traps or original level segments, turn your crazy pattern ideas into reality. The possibilities, thanks to the two scripting engines, are endless.

Player profiles were also added in the game - save your scores on your profile, and let other users create their own! And more importantly, prevent score data loss after updating the game.

And for those who prefer enjoying the game as it is - all the original levels have been updated with new patterns and scripting! There is also a new default level, with a completely new song.

You can download Open Hexagon v1.7 on the official page:
http://www.facebook.com/OpenHexagon

(The official page is also a nice place to send feedback, and share your own creations!)

17
D / Problems with DSFML2 [help!]
« on: September 30, 2012, 03:17:25 pm »
module main;

import std.stdio;
import derelict.sfml2.system;
import derelict.sfml2.window;
import derelict.sfml2.graphics;
import derelict.sfml2.audio;

void main(string[] args)
{
        DerelictSFML2Window.load();
    DerelictSFML2System.load();
        DerelictSFML2Graphics.load();
    DerelictSFML2Audio.load();
       
        sfRenderWindow window;
}

This is my code. I get this error when compiling:
Quote
C:\D\dmd2\windows\bin\dmd.exe -O -release "main.d"  "D:\Vee\Software\WIP\TEST1234\TEST1234\lib\DerelictGL.lib" "D:\Vee\Software\WIP\TEST1234\TEST1234\lib\DerelictGLU.lib" "D:\Vee\Software\WIP\TEST1234\TEST1234\lib\DerelictSFML2.lib" "D:\Vee\Software\WIP\TEST1234\TEST1234\lib\DerelictUtil.lib" "D:\Vee\Software\WIP\TEST1234\TEST1234\lib\DerelictIL.lib"  -I"C:\D\dmd2\src\druntime\import" -I"C:\D\dmd2\src\phobos" -I"D:\Vee\Software\WIP\TEST1234\TEST1234\import" -I"D:\Vee\Software\WIP\TEST1234\TEST1234\lib"  -odobj\Release -of"D:\Vee\Software\WIP\TEST1234\TEST1234\bin\Release\TEST1234.exe" 

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow unknown size

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow no size yet for forward reference

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow unknown size

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow no size yet for forward reference

main.d(16): Error: variable main.main.window no definition of struct sfRenderWindow

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow unknown size

D:\Vee\Software\WIP\TEST1234\TEST1234\import\derelict\sfml2\graphicstypes.d(40): Error: struct derelict.sfml2.graphicstypes.sfRenderWindow no size yet for forward reference

Exit code 1

How can I fix that?

18
DotNet / Nothing happens when transforming a sprite [bug?]
« on: September 23, 2012, 11:47:08 am »
The displayed sprite doesn't rotate and doesn't scale at all.

Minimal code:
private static void Main()
{
    var renderWindow = new RenderWindow(new VideoMode(1024, 768), "Transform Bug");

    var image = new Image(64, 64, Color.White);
    var texture = new Texture(image);
    var sprite = new Sprite(texture);
    sprite.Position = new Vector2f(1024 / 2f, 768 / 2f);

    var i = 0;

    while(true)
    {
        renderWindow.Clear();
     
        sprite.Transform.Rotate(i);
        sprite.Transform.Scale(i, i);

        renderWindow.Draw(sprite);
        renderWindow.Display();

        i++;
    }          
}

19
Graphics / Text doesn't rotate around origin [bug?]
« on: September 23, 2012, 10:36:57 am »
Using last SFML.NET (from GitHub).



This picture shows what happens. On the left you can see the text, without any rotation applied. The red square is the origin.

On the right, you see the text after a few complete rotations (and not clearing the render target). It doesn't rotate around the origin, but around the top of the "A" instead.

Here's the interesting code:

private static void Main()
{
    var renderWindow = new RenderWindow(new VideoMode(1024, 768), "Text Bug");

    var font = new Font("akz.ttf");
    var text = new Text("A", font, 60);
    text.Position = new Vector2f(1024 / 2f, 768 / 2f);
    text.Color = Color.Black;
    text.Origin = new Vector2f(text.GetGlobalBounds().Width / 2f, text.GetGlobalBounds().Height / 2f);

    while(true)
    {
        renderWindow.Clear(Color.White);
        text.Rotation++;
        renderWindow.Draw(text);
        renderWindow.Display();
    }          
}

20
DotNet / ConvexShape isn't drawn
« on: August 25, 2012, 02:45:08 pm »
Does ConvexShape work at all in SFML.NET? I'm trying to make a game for ludum dare, but I can't display any polygonal shape. I copypasted the exact same code from the documentation (adapting it to C#) and it doesn't display anything on screen.

Help?

21
SFML projects / vee's SFML.NET game development blog
« on: August 14, 2012, 02:51:11 am »
Hello SFML community,

I just started a new blog where I share my experiences as a novice game developer.

My first article is about the creation of a physics engine, how my initial project failed, how the engine worked, and how I managed to salvage it and create something useful.

I wrote this article for every starting game developer out there - it deals with technical problems in collision detection, and design problems such as "reinventing the wheel".

It would be amazing if you give it a chance, as this is my very first article, and if you find it interesting I will definitely write more.

http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-one/



I've already started writing the sequel to this article, which will be much more technical and describe how the engine I'm currently using works.

Thank you for your time, hope you find it interesting!

---

I've finished writing the second part!
http://veegamedev.wordpress.com/2012/08/14/getting-2d-collisions-right-part-two/

It explains how collision detection and resolution is done in my simple 2d collision engine. It is full of code and easy-to-understand diagrams, along with some .gifs of my older projects.

It also contains links to my GitHub page, where all the source code is freely available.

Check it out! :D

22
DotNet / SFML.NET and Windows 8
« on: June 04, 2012, 02:35:36 pm »
I switched to Win8 x64 RC from Win7 x64, and tried to run my SFML project. Sprites appear in other positions, and the game runs at 3-4FPS down from 60FPS (on Win7). Has someone tried SFML.NET on Windows 8?

23
DotNet / Boilerplate library collaboration proposal
« on: April 15, 2012, 04:58:11 pm »
Hello everyone, I've used SFML.NET and C# for quite a while and I have a proposal to make.

How about we collaborate to create a boilerplate code library for SFML.NET?
Something like Thor for C++.

It would have useful functions, animation control, asset loading, particles, entity management, and so on.

I already have made a library that I use in my projects, and it has these features:
  • Asset loading (textures, sounds, music, animations, tilesets)
  • Animation control
  • Tilesets
  • INI parsing
  • Scriptable timelines
  • Utility static class with loads of functions
  • Cameras with zoom and panning
  • Basic entity system
  • Basic input management

My library has been very useful for me, but it's really unpolished and unoptimized. There are many aspects I do not like, for instance the entity system is only good for realtime games (not turnbased) and maybe it would be better to remove it.

I believe that even having another person to collaborate with could make this a worthwhile project, and it could be released here and help everyone achieve results faster.

As an example, here are some things I created with an even older version of the library:







This library could greatly be improved and expanded, and become something useful for every SFML.NET developer.

Is anyone interested?

24
DotNet / SoundBuffer creation freezes the application
« on: March 05, 2012, 09:09:05 pm »
Using SFML.Net, latest bindings from GitHub.

Code: [Select]
 SoundBuffer soundBuffer = new SoundBuffer(fileInfo.FullName);

This code brings the debugger here.

Code: [Select]
public SoundBuffer(string filename) :
                base(sfSoundBuffer_CreateFromFile(filename))
            {
                if (CPointer == IntPtr.Zero)
                    throw new LoadingFailedException("sound buffer", filename);
            }


The application is frozen and I can't seem to find the problem, it worked with the previous bindings.

25
Window / GetFrameTime doesn't exist anymore?
« on: March 05, 2012, 06:50:08 pm »
I can't seem to find any alternative to GetFrameTime() in the new SFML.NET bindings. What am I supposed to use instead of GetFrameTime()?

26
Window / Input feels delayed at 60FPS
« on: November 20, 2011, 12:31:48 pm »
VSync is off, framerate is constant and I'm getting input using the Keyboard class.

At 60FPS, the input feels delayed (I don't have any better word for it).
At 150+FPS it feels just fine.

What could be causing this?

27
Window / RenderWindow.SetSize blurs images
« on: April 26, 2011, 01:22:49 pm »
Is it possible to make the RenderWindow.SetSize command resize without blurring the images?

Similar as using Image.Smooth = false, but for the whole window.

28
Graphics / Trouble with views
« on: April 24, 2011, 10:13:09 am »
I'm using SFML.NET 2.0, and trying to create a "camera" for my roguelike game.

I want my 1024x768 RenderWindow to look like this:

There is a rectangle (295, 40, 704, 704) where the game camera should be, the rest of the window should be for the UI.

I want to be able to pan, rotate and zoom, while still keeping the camera in that rectangle.

---

I initialize my View like this:
Code: [Select]
View = new View(new FloatRect(295, 40, 704, 704));

Then in the Draw method:
Code: [Select]
public void Draw()
        {
            SFMLManager.RenderWindow.SetView(View);
            Sprite.Position = DrawPosition;            SFMLManager.RenderWindow.Draw(Sprite);
SFMLManager.RenderWindow.SetView(SFMLManager.RenderWindow.DefaultView);
        }




The result is this!


As you can see the View starts from the top-left of the window, and not at (295;40). Also, it overlaps the whole window and if I pan it around it just acts like a drag'n'drop control - it has no boundaries that make it looks like a "game camera" if you know what I mean.

How can I make the View look like a camera, that is always contained in a 704x704 rectangle (starting at 295,40) coordinates?

29
Graphics / Drawing thousands of sprites
« on: March 04, 2011, 10:16:38 pm »
I'm using SFML.Net (latest version from SVN), but I think it's not a problem related to .Net, so I'm posting it here.

Anyway, I have to draw a 64x64 tile-based map, where every Tile has a List<Entity> (linked list, or std::vector for C++ users), and every Entity has a Sprite object.

I loop through every Tile, and in every Tile I loop through every Entity, and then draw the sprite on screen.

Sprites reach 5000, 6000, 7000, even 10000, and the FPS go down dramatically.

What can I do to avoid FPS getting below 60? Is SFML not capable of drawing thousands of 16x16 sprites? Is there a solution, or should I use some "dirty trick" to fix the problem?

Thanks. :)

More info:
*My Entities/Tiles are dynamic, they can change every turn, also they can be scrolled by drag'n'dropping with the mouse.
*I'm already culling Tiles outside of the window.
*I'm drawing every sprite, every frame. No RenderImages or anything else. Just plain drawing.

30
General / My game doesn't work on friend's PC
« on: July 30, 2010, 01:49:19 pm »
My game works fine on my PC and my notebook. It has an INI where you can set your stuff. By default, it's like this:
Code: [Select]
[Rendering]
Windowed=1
Width=1022
Height=900

[Audio]
Sound=1
Music=1


If Windowed is 1, the game creates a WidthxHeight window.
If Windowed is 0, the game creates a fullscreen WidthxHeight window.

If my friend starts the game with Windowed 1, the window doesn't appear, but the music starts.

If my friend starts the game with Windowed 0, the tiles are way too small for his resolution.

Why isn't a window created with Windowed 1?

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