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Messages - Naufr4g0

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16
SFML projects / Re: New release: Tiny Bomber v1.2
« on: April 28, 2012, 10:07:22 pm »
Yey! =)

No bugs found! :)
I only once somehow managed to open up the context menĂ¼ of the window with a keystroke and then the player kept jumping, couldn't reproduce it.

I like that the changes in the last level, it's now way easier to achieve and seems less like a hack to finish it.

I worked hard to remove all those bugs! :)
Do you like the changes I made? Ticking bomb, the sound of sand, the shaking of the screen when the bomb explode?

Looking forward to new stuff!  ;D

I really want to make a more complete game from this. =)
Stay tuned! ;)

17
SFML projects / New release: Tiny Bomber v1.2
« on: April 28, 2012, 06:08:05 pm »
Download Tiny Bomber v1.2

Changes since v1.1:
  • Screen shakes on bomb explosion
  • Flowing sand emits sound
  • No more collision bugs (I hope)
  • More gameplay hints on the first screen
  • Modified terrain background (a darker tile give a better hole-effect)
  • Small changes to level
  • Bombs emit ticking
  • F1-F8 change size of window
  • F10 Toggle fullscreen mode


18
SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: April 28, 2012, 03:54:13 pm »
Very fun!  I like how much skill is required to throw a tiny little bomb.  It would be good to eventually add a hint that you can throw bombs up, since that seems to be so much of the (start of) the game.
Thanks Plaid, I'm happy you like the game! :)
I just added the hint you suggested in the next game version.
Stay tuned! ;)

Also, are you limiting the framerate at all?  The game was pegging one of my laptop's processor cores something awful.
Tiny Bombs make use of "wait vertical syncronitazion" vga option. So frame rate is limited to current refresh rate of the screen.
Sometimes sfml 1.6 can't enable vsync for a vga driver issue or a wrong setting.
Try to set your vga settings with included software. It should be a "vsync" option with some choices. You must select something like "Always on" or "Let the software decide" and not "Always off".
Let me know! :)

19
SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: April 28, 2012, 01:58:29 am »
JayArby have you managed to leave the screen also with the new version? I could confirm or deny it since I never got up there again. ;)
JayArby is an expert bug hunter! ;)

Will there be more screens/levels any time soon?
Currently I'm working again on bug fixing. Anyway I'm planning to expand the game with more levels.
I'd like also to add the water in the game, allowing player to swim in. By doing so I could add new puzzles. :)

20
SFML projects / Re: New release: Tiny Bomber v1.1
« on: April 27, 2012, 12:10:26 pm »
Ahh much better to play! ;D

Buuut there are still two bugs I noticed when I played it through again:
  • Sometimes you teleport randomly. I can provide you this image which is one location but where there's one there could be many. If you run against this 2px wide wall you get teleported on top of the whole block.
  • Also there's a problem with one of the screens when throwing a bomb. At least it doesn't crash anymore, but if you throw a bomb at about the marked position on this image, the bomb will be placed at a hidden position. If my eyes did see it right you'll see some sparkling on the left side of the window when the bomb explodes
  • The instruction for restarting the game with [RETURN] is still missing. ;)

This was really good.
I also noticed a few of the things from the post before this like the teleporting through the thick wall to the ledge above it and the bomb teleporting things.

I really had a good time beating this game though :)

Thanks for your testing. :)
I promise to fix these bugs soon. It's a pixel-perfect collision detection issue :/

21
SFML projects / New release: Tiny Bomber v1.1
« on: April 26, 2012, 08:38:52 pm »
A lot of bugs fixed in this release (only for win)

Download Tiny Bomber v1.1

22
SFML projects / Re: Tiny Bomber - a game for Ludum Dare #23
« on: April 26, 2012, 03:35:58 pm »
Thanks eXpl0it3r for your long beta testing work! :)
I'm happy you like the game despite the numerous bugs.

  • If you press X again before the last bomb has exploded, you won't set a bomb, but in stead the 'command' gets put on a some sort of queue and as soon as the other bomb explodes it throws/places the bomb in that direction you're just walking. One should either allow multiple bomb placements or disallow any bomb placing command but never make it semi work.
I already fixed this bug. Just wait for a new release! :D

  • There should be a restart button, because if you've run out of bombs you've sometimes lost. Edit: Just figured out that [RETURN] will to the trick. Although you should mention that somewhere.
It's my fault. :/

  • Standing on a bomb only kills you sometimes.
  • If you stand under a sand stream you'll be able to jump all the way up. This could be a nice feature but it could also not be wanted. If it's wanted maybe there shouldn't be an instante teleportation from under the stream to the top but a more slowly traversal. Additionally due to this you'll be able to 'tunnel' through tiny space that you normally wouldn't be able to pas through.
  • Since you can teleport to the top of a stream, it's possible to leave the first screen and you'll end up with a black screen, no character and no way to go.
  • Sometimes you teleport randomly.
  • The diffrent velocities for throwing bombs can be a bit annoying but also a bit tricky and after awhile you get quite used to.
  • Also there's a problem with one of the screens when throwing a bomb and I get many std::cout ouputs with the message: Cannot get pixel (4294967295,30) for image (width = 512, height = 288). When those appeare the player freezes for a while.
  • One is able to resize the window in anyway but the view doesn't get resized so you get a distorte the whole game.

Here are a lot of known bugs. I'm working to fix all of them or at least a large part of them. :)

A question: How do you handle the pixel stuff? Do you use a sf::Image or a sf::VertexArray or some direct OpenGL calls?

I'm looking forward to see some further development on this. ;)

I use a sf::Image and a lot of calls at sf::GetPixel and sf::SetPixel methods! ;)

23
SFML projects / Tiny Bomber - a game for Ludum Dare #23
« on: April 25, 2012, 11:45:24 pm »


Tiny Bomber

Tiny Bomber is my entry game for Ludum Dare #23. It was coded in 3 days and is a puzzle platformer with bombs. Bombs are useful to break walls and take advantage of some sand banks. The sand that comes down, could help you to reach places not accessible only with jumps.

LD#23 Entry Page: http://www.ludumdare.com/compo/ludum-dare-23/?action=preview&uid=4310

Direct Download:


v1.2
Windows: Download Tiny Bomber v1.2 win
OS X: Download Tiny Bomber v1.2 mac

v1.1
Windows: http://bit.ly/I4BRhB

v1.0
Windows: http://dl.dropbox.com/u/4564869/LD23_Naufr4g0.zip
OS X: http://dl.dropbox.com/u/4564869/Tiny%20Bomber/Tiny%20Bomber%20OSX%20build%203.zip

Gameplay video:

http://www.youtube.com/watch?v=V_Jp7sydxtc

Next release water physics preview:

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

24
SFML projects / The Hangman
« on: March 10, 2012, 02:59:44 pm »
It works for me! Nice game! :D

26
SFML projects / Para Para Paranoid Testing Version 0.001 is out!
« on: February 08, 2012, 06:14:14 pm »
Quote from: "NinjaFighter"
Thank you! I can see a lot of tiny design errors, thanks to see people's replays. I really appreciate that you help me by this way. :)
Your technique for the first level with slowdowns, was very original. :)
(I never see someone's trying by that path)


The game is very well done. There are very few minor level design errors. If I find some of them I'll point out in another replay.
I'm looking at my own replay: you can read all I wrote! LOL!
Sorry for long inactive sessions. I thought recording was disabled in pause mode. :)

27
SFML projects / Para Para Paranoid Testing Version 0.001 is out!
« on: February 08, 2012, 04:18:24 pm »
I tested first 4 levels with this new game release.
Am I doing as you expected?
Here is my replay file.

http://dl.dropbox.com/u/4564869/ParaParaParanoid/session_Davide_8_2_2012_at_16_4.rpl

28
SFML projects / First forray into SFML - a Tic-Tac-Toe game
« on: February 04, 2012, 08:51:13 pm »
Quote from: "EnigmaticFellow"

The program isn't really using the numpad; instead, it is using the number keys above the letters.


Quote! I compiled the game for windows and it works only with numeric keys, not keypad ones.
Why don't control the game with mouse? ;)

29
SFML projects / Falling Rocks! (demo inside)
« on: February 04, 2012, 03:13:50 pm »
Quote from: "TheEnigmist"

Delfino geloso  :lol:  :lol:
Comunque bel gioco... vedi di diventare ricco!
Google Translate:
Nice game bro!


Get rich?
If I wanted to get rich I would have already begun to code for the iPhone!
I need an iOS SFML port! ;)

30
SFML projects / Falling Rocks! (demo inside)
« on: February 03, 2012, 05:57:14 pm »
Quote from: "iHope"

You could try to find a person who has a Mac? There are lots of people in this forum who have Mac, I personally believe that you can find someone who wants to help you.

Sorry about my english :)


I know a lot of people owning a Mac, but...
most of them doesn't know how to compile a source code, for the rest I'm a bit jealous of my code. :'D
Anyway I planned to release the game for linux and mac OS X when it's finished.

Not even my English is perfect, I'm italian! ;)

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