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Messages - Tank

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1441
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 04, 2008, 11:00:51 am »
Quote from: "Xylankant"
lolz..."cheated" out by developer ;)
But yes, I imagined this new feature to make making points faster *g*
...Operation gelungen, Patient tot ;) (sry, don't know an english expression for that)

I never cheat, like Mindiell. ;) I was just able to keep a fair amount of time at level 12, had a big tower and two 4-liners. ;)

@dabo:
Absolutely true! If you want to become a master at a game, program it yourself. ;)

1442
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 03, 2008, 07:45:49 pm »
Beat this one:
Highscore

To be honest: I'm playing with the implemented "drop block" feature, which makes getting points a lot faster. :)

1443
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 03, 2008, 04:13:13 pm »
Quote from: "dabo"
Nice game, the blocks are really starting to fall quickly after a while, I thought I had everything under control and then 1 minute later "Game Over" :D


Hehe. Do you think the difficulty is too high? I did some balancing before and decided to make Tanktris a "quick game". This of course results in fast game overs.

@Laurent:
Thanks for moving the Wiki article.

Quote
I just realized the speed in TankTris is increasing by time rather than by cleared lines. Interesting new concept for a Tetris, indeed!


Yes exactly. ;) My plan was to make the game more "hectic", so I chose to do level-ups depending on time, instead of score/lines. So a good strategy is to build a huge "tower" in the first levels and throw in the line blocks (4x1) in higher levels, because you get a lot more points then. Anybody broke my highscore of 126000, yet? ;)

1444
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 03, 2008, 01:19:35 pm »
Thank you. :) I've added it to the wiki (http://www.sfml-dev.org/wiki/en/projects) and hope, that the "long form" is okay.

1445
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 03, 2008, 12:34:36 pm »
Thank you very much for your feedback.

Well, I hope I'm right with 20 hrs -- don't blame me if I needed more. ;)

Yes, I originally had the idea of providing at least a volume control for the music (to turn it off for example, if it's getting annoying after a while), and I'm still unhappy with the fact, that there's still the disabled "Options" menu entry. So I guess it's more a version 1.0 RC than final 1.0.

Your idea for dropping the blocks immediately by pressing a key is now on my Todo list, thanks for that. I think that'll speed up the gameplay a lot.

What do you mean by a tutorial? Describing how to write a Tetris-like game with SFML? I kinda thought about this some days before by myself, since I'm so thankful that Laurent wrote such a great library, that I want to give something back to him and of course to the community in general.
But I got a better idea. ;) I have started to develop a library called "SFMLGame", which will provide useful mechanisms for programming games, like I used them in my Tetris game. This library will be built on top of SFML. When getting to a usable state of development, I hope to make Tanktris available as some kind of tutorial project for SFMLGame. My primary plans for SFMLGame are to provide the developer with common classes like menus, automated animations, config/savegame loaders and writers etc. But this is still heavily in the pipeline and needs a lot of time and work to accomplish.

Oops, a lot of "Blah blah" in my posting not really thread-related. ;) Again, thanks for your motivating and constructive feedback. I thing I'll implement both of your ideas.

Greets

1446
SFML projects / Tanktris - a Tetris clone [RC2 & Sourcecode released]
« on: July 03, 2008, 11:34:13 am »
Hello,

I've written a small Tetris clone called "Tanktris" for university using SFML, which is indeed a very great library.

The game texts are in German, but I think the most things are self-explanatory. To start a new game in the menu, choose "Neues Spiel".
All sound effects and musics are CC-licensed, the graphics were done by a good friend of mine. It took me about 20 hours to finish the game.

I hope you like the game, feedback is always appreciated.

1447
Audio / Weird segmentation fault
« on: June 14, 2008, 02:07:05 am »
I'm very sorry -- the problem was a pointer going to nowhere. ;) It was hard to find and caused the segmentation fault on a completely other location than suggested.

So SFML works very fine. :-) Anyways, thank you for your help and keep up the very good work guys.

1448
Audio / Weird segmentation fault
« on: June 12, 2008, 03:25:30 am »
Hi all,

today I discovered a really weird segmentation fault regarding the audio package (better say: OpenAL).

I'm currently writing a Tetris game which has a "state" mechanism. That means, the game is splitted into states, e.g. the menu, in-game, highscore table etc. This way I can load/unload resources and seperate everything in a clean way. These states are organized in classes.

Well, I've always been using musics in my menu and in-game states. Switching between them has never been a problem. When switching states, the following procedure is done:
- create the new state (i.e. an object of the proper state class)
- notify active state that we're about to leave it
- delete active state (means delete the class object)
- set active state to new created state

Of course, constructors and destructors get called correctly. And in my case, I do nothing in the constructors than initializing a reference to an sf::RenderWindow.

Today, I wrote a new highscore state, to display the highscores table. I haven't implemented any music yet -- other things were more important. Compiled, and chose "Highscores" from the menu state. Menu gets deleted, highscore state activated -- no problems here. But when switching from the highscore state back to the menu state (i.e. creating Menu object, deleting Highscore object, activate Menu object), a segmentation fault occures.

And it exactly happens when constructing the menu state object, where NOTHING is done besides initializing the sf::RenderWindow reference. After using gdb to debug a bit, its backtrace showed me a fault in one of the OpenAL libraries. I really wondered why that happened, and after playing around a bit, I just added a music to the highscore state. Then, when switching to the menu, the segmentation fault isn't there anymore.

Because this really is a VERY strange thing, I'm hoping that anybody has an idea. I neither deinitialize any audio stuff nor load/unload any other important stuff. The only thing I'm doing is delete a state and create a new one, which is highly non-SFML stuff. Only one reference gets initialized in the state contructors, nothing more.

Any ideas?

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