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Messages - Naufr4g0

Pages: 1 ... 6 7 [8]
106
SFML projects / Goal and rules of this forum
« on: September 08, 2011, 05:51:44 pm »
Quote from: "Jove"
Not sure if this question is appropriate here, but it relates so...

...Is there any screen capture software that can record at 60fps? I've tried XSplit Broadcaster and it doesn't like doing 60. I haven't tried FME yet as my previous capture driver (SCFH DSF) no longer works under Windows7 SP1 :evil: .

What's Fraps like to use?


I use Fraps and it works fine! 60fps, 30fps, 15fps can easily used.
I usually take videos at 60fps and then downgrade them to 30fps for Youtube.

107
SFML projects / Falling Rocks! (demo inside)
« on: September 08, 2011, 03:36:12 pm »
Quote from: "Lo-X"

Like ? No.. I Love It !
As if my best score in Impossible Mode is 426... That's so hard...


=) Post a screenshot if you do a better score! :D

108
SFML projects / Falling Rocks! (demo inside)
« on: September 08, 2011, 02:50:47 pm »
Quote from: "Lo-X"
Simple and addictive :D


I'm happy you like it! =)

109
SFML projects / Falling Rocks! (demo inside)
« on: September 08, 2011, 02:15:42 pm »


In the last year I have spent a lot of time in game development, using the SFML libraries that I find very well done.
I began to write this game in 2010 with another graphic library, but eventually I came to SFML, writing the code from scratch.
The game is a simple time-waster and your goal is to avoid the falling rocks, surviving as much as possible and making the highest score you can do.
You can also do combos avoiding more rocks in sequence.
The highest level of difficulty is selected on menu screen, the highest rate of falling rocks you obtain in the game.
Press 'Left-CTRL' key to activate Bullet-Time, so you can more easily avoid falling rocks.
The game is not complete. I want to put some other obstacles like arrows, shurikens and bombs. I want to make the ground deformable, too, so the game can be more varied.
Consider the game I linked below as a demo.
Let me know if you have some issues to start the game.
Every kind of comment is welcome.
I hope you enjoy it!

Controls:

Arrow keys to move
Left-CTRL to activate Bullet-Time
-------------------------------
F1 to take a screenshot
M to toggle music mute
space to restart game when ninja falls in the water

Download
Download Falling Rocks v0.5.3 (for windows)

Download Falling Rocks v0.5.2
Download Falling Rocks v0.5.1d

Video

http://www.youtube.com/watch?v=yjfamlt2ZXg

110
SFML projects / SOLVED!
« on: November 08, 2010, 08:51:19 pm »
Quote from: "Breakman79"

Hmm, are you sure that you aren't requesting the bgoff for a position outside of the map dimensions?  The library has no bounds checking so it will definitely throw a runtime error if you try to request a position that doesn't exist.


Don't tell my why, but now the code works, without errors.
I made some other modification to the code and now it works with no apparent reason (maybe pos.x and pos.y returned an incorrect value)! :'D

Anyway here is a video of the game I'm working on:

>>> Ninja game preview <<<

111
SFML projects / Mappy tilemap engine playback library port for SFML
« on: November 08, 2010, 05:09:26 pm »
Quote from: "WitchD0ctor"
Probably wont fix the problem but why not save a line with,
Code: [Select]

this->tileID = map.GetMapBlockInPixels(pos.x + 6, pos.y + 6)->bgoff;



'Cause, as you guessed, it doesn't work!
The problem is I can't store the value in a private data member of the class, but if I simply read the value, I have no errors.

112
SFML projects / Some issues with Tilemap engine
« on: November 07, 2010, 04:08:05 pm »
Hi, Breakman79!
I'm using your Mappy playback port for SFML intensively, and I had no problems so far.
I'm using layer #2 of the tilemap as a trigger map for some gameplay actions.
But when I use this code in a method of a class:
Code: [Select]

map.ChangeMapLayer(2);
long int tileID = map.GetMapBlockInPixels(pos.x + 6, pos.y + 6)->bgoff;
this->tileID = tileID;

to get the ID of a tile under the player sprite, the program gimme a runtime error that I can't solve.
The definition of the method containing this code is:
Code: [Select]
void Ninja::CollisionDetection(SFMLMappy& map)
When I comment the line:
Code: [Select]

this->tileID = tileID;

the problem disappears.
Why?
Thanks for your very useful SFMLMappy, and for your future answer.

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