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Messages - Hugo

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16
SFML projects / Ultimate Zombie Fighters
« on: August 08, 2010, 07:11:57 am »
You could make a small controlled explosion after holding up a windows for too long  :P

17
Feature requests / Linux repositories
« on: August 07, 2010, 05:37:22 pm »
Exactly who is in charge of making the Linux packages? When I looked in ubuntu's repository I found no sfml packages. If no ones making them I'll gladly help with ubuntu.

18
SFML projects / Ultimate Zombie Fighters
« on: August 07, 2010, 05:20:51 am »
Make zombies weaker(less damage to wall) when health is low

19
SFML projects / Top-Down Shooter
« on: August 04, 2010, 07:32:57 pm »
Hooray! I made the splash image:

20
SFML projects / Ultimate Zombie Fighters
« on: August 04, 2010, 05:13:39 am »
Good to know, you should start working on the credits screen, put my name in if u use anything

And fi the pathfinding... i think i can help you with that, and the whole AI thing for that matter, specifically ill send you a few files that i may or may not have the rights for(I may or may not have typed that)

And can you explain how box2d works, or how you use it? Does it make and index(or vector or list) of physics objects and every step it checks for collisions? How do you register the physics objects? Do they inherit from box2d::physics objects? Thanks for the help

Lastly
What kind of specs does your slowest testing machine have? Cuz its very important to remember that some people still run very old&slow cmputers
   I made my best and last game maker game on a 2004 machine, and Im sure that its the most efficient game maker game ever.....
I also made it so it looked pretty on newer machines by:
  1.using animations instead of particles for explosions(via a setting)
  2. using a special sprite(image with all the variables needed for moving images) to tile(image without vars for moving, a static image), thus saving resources
  Im not sure how to make this work with sfml, maybe you could somehow strip sfml::sprite so only x and y are inherited
call it sfml::miniSprite
   This may be going too far, unless you are gonna have thousands of ponds of blood onscreen that stay there reminding you of where and how you fought
And if the FPS goes too low just delete half the blood
to see first hand, go here:
http://www.yoyogames.com/games/70936-zombie-wars-2
click on download game, not Play Now(you need a plugin for this)
This game also runs fine in ubuntu 64

21
SFML projects / Ultimate Zombie Fighters
« on: August 04, 2010, 12:25:36 am »
Okay thanx for the advice, i too can make very complex games with game maker, but with C++, its just so big, well better start my screensavers now

And did u get the graphics package?

Oh and....
does using box2d for the collisions make the game slower by adding all the box 2d stuff? is it worth it?

P.S.
The .exe runs fine with Wine on ubuntu x64

22
SFML projects / Ultimate Zombie Fighters
« on: August 02, 2010, 09:03:31 pm »
HAI!
I uploaded my game's graphics, use them well
also.... i used an obscure compression algorithm called balz
you need 7zip


It has backgrounds, and sprites
15.3 MB
.svg, .png, and .jpg files included
all the images are very high resolution, none of that 32X32 pixel crap

Here's he link:
it goes to uploading.com, i am an unregistered user

http://uploading.com/files/d8c4bab7/HAI%2521.20100802-125013.tar.balz/

I think i may wanna contribute to your project, if you need any more help just ask

23
SFML projects / Ultimate Zombie Fighters
« on: August 02, 2010, 08:44:15 pm »
My game is in a development standstill, but only because my compute or windows or sfml or code::blocks or explorer.exe or something on my computer didnt wanna co-opeate, so i stopped making the game in c++

BUT i have been planning a lot and i have a bunch of ideas, just nothing playable

And i ordered a few programming books to help get me started
 i think ill make a screensaver then a AI demo then ill start making my game, cuz im WAY in over my head, ive barely finished making the console apps. But whatever, the only thing i really need is the will to do it

And hers some more ideas for your game...
 in the main menu(when you make it), put sumthing cool in the background, like a AI battle, or conways game of life

zombies should have a LOT of variety, and a few special zombies that fire weapons randomly, cuz the guns are glued on to them for some reason, maybe fat zombies that can crush you?

add easter eggs

keep the game as small, fast, and efficient as possible

you should do a quick pong game to learn how to do multiplayer games

have teammates

have a scripting language for variables like.... AI reaction time, deafult health for player, speed of player turning

Thanks for replying

*UPDATE*
make your zombies have a dancing mode, so when thats activated they stop what thyre doing and dance
maybe f8 activates dancing?
dancing = spin around wildly

24
SFML projects / Ultimate Zombie Fighters
« on: July 31, 2010, 12:00:55 am »
I played it. But first, here's a tip, don't copy a commercial game directly, not because of copyright issues, but because of originality. If you made a few tweaks that made your game funner then wouldn't that be better than making a clone?

Anyway:
1. Easy install, might wanna use a more "common" compression method, specifically .zip
A lot of windows users don't know any better, dont make them download another program to get yours running(7zip)

2. Easy controls, just like COD

3. The camera's mouse integration(something I wanted in my own game) is great
So is the various weapon loading bars(rate of fire, ammo)
  that one is a very good idea.

4. Thought of adding particle effects?
    Why not vehicles?

5. Lastly, how much planning have you done? Cause professional games usually start off with a 10 page thing outlining all the aspects of the game, try doing this

   Good luck, *russian accent* I hope your game is downloaded many times, comrade.

25
Graphics / Adjust thickness of a line
« on: July 23, 2010, 02:16:45 am »
I hahahahahahahahahaha-ed on that one  :D

26
SFML projects / Tilemap Editor (working title)
« on: July 19, 2010, 04:47:43 pm »
How does e collision detection work? Is there. Check for collision function in your code?

27
General discussions / I'm hungry
« on: July 16, 2010, 05:16:54 am »
http://www.1billionhungry.org/bobjunior/
Go here please, this soooooo off topic, but it does count as general discussion! Maybe.

28
General discussions / 64bit SFML
« on: July 16, 2010, 12:21:56 am »
yeah, works fine on amd64, windwos 7 64 bit, nvidia gts250, 4 gb ram, 2.25 TB total disks capacity, 1 tb internal, 250 gb internal, 1tb external, on code::Blocks, latest versions of every program and every driver ....
if thats not too specific

29
SFML projects / Top-Down Shooter
« on: July 14, 2010, 01:32:53 am »
Have you tried phobia iii?
It is awesome! It was made with sdl, it has a gimmick, and it's a shoot em all style game

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anything