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Messages - eigenbom

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31
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 21, 2015, 11:31:36 pm »
Thanks guys!

Quote
Would really be interested in knowing such small details..

One thing that I used to do is render some sprites with all their pixels greyed-out (like an alpha mask). I could have done that in a shader but I used code like:

Code: [Select]
// Render a sprite with all colours replaced to greay
glPushAttrib(GL_TEXTURE_BIT);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_COMBINE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_RGB, GL_REPLACE);
glTexEnvf(GL_TEXTURE_ENV, GL_COMBINE_ALPHA, GL_MODULATE);
static GLfloat constColour[4] = {0.25,0.25,0.25,1}
glTexEnvfv(GL_TEXTURE_ENV, GL_TEXTURE_ENV_COLOR, constColour);
glTexEnvf(GL_TEXTURE_ENV, GL_SOURCE0_RGB, GL_CONSTANT);
target->draw(sprite);
glPopAttrib();

But that code is old and now I render things as black, like in some of items in the box on the right:


It's not a deficiency of SFML, as all those texture ops are getting pretty old now, and you can easily do that sort of thing in a shader.

Other smatterings of GL are just some immediate mode drawing that is in the debug drawing code.

32
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 19, 2015, 10:20:02 pm »
Thanks everyone! The campaign is going really well so far.

Thanks cepro -- I'll emphasize the greenlight some more. To be honest, the greenlight campaign is much less of a priority, but it would definitely get Moonman boosted up to the top 100 using the KS traffic.

NullP - Thx! The music in the trailer was composed by Aliceffekt, but the more ambient music in the game was composed by FightTheDawn. The sound effects I've got in the game at the moment are basically just free sfx I got from various sites, including freesound.


33
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 17, 2015, 11:01:51 pm »
Yep, will do!

34
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 17, 2015, 09:18:52 pm »
Jabberwocky -- you make some really good points, I've noted them down to consider later. :)

Thanks everyone for the support, the project is 25% funded!! I hope I can keep up the crazy pace, although I'm starting to lose sleep :D :D


35
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 17, 2015, 01:03:11 am »
Thanks for the comments Jabberwocky, I'll keep that in mind. Basically I imagined a publisher could do these things, which I *could* do but would prefer not to:
- marketing
- demoing and promoting the game in the states (I live in australia)
- distribution
- interviews and general promo stuff

Like everything about indie dev, yeah I can do it myself but it's *very* time consuming and demoralising. I'm going to be cautious about who I sign up with (if anyone) and will be very mindful of the contract. In fact, I've staved off signing up to a publisher for the whole last year because of my reticence.

Thanks again :)

36
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 16, 2015, 12:55:31 am »
Thanks cepro. There's a few posts on my devlog about the lighting system, google is the easiest way to check it out I think:
https://www.google.com.au/search?q=moonman+lighting+site:forums.tigsource.com

It's a simple 2D grid-based simulation (like a CA)  where light flows out from lit tiles and loses energy as it crawls through the space. Lighting is cached, is stored locally in 16x16 chunks, and only recomputes when necessary. It actually works quite similar to the fluid and fire system. Happy to answer any specific Q's.

37
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 15, 2015, 10:14:17 pm »
Thanks for all your support :D

Jesper -- It really depends on the overhead of doing that. If I sign up to a publisher, then they distribute everything for me, but without one I would then have to maintain builds and push updates across all the platforms. But I'll definitely consider each one of those, thanks for the info :)

38
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 15, 2015, 12:27:41 am »
Oh, thanks! It's appreciated. :)

The linux version will come shortly after the windows version. Maybe I can get a Linux and Mac alpha out earlier..

39
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 15, 2015, 12:02:53 am »
Thanks Jesper, yeah every little bit helps for sure, and I really appreciate your support! I've only backed about 10 projects myself, I've been living off a tiny amount of money for the last 3 years, and most of the KS will go towards contracting external help -- but this is the life we choose to follow our dreams :D

40
SFML projects / Re: Moonman (my sfml game is on kickstarter!)
« on: January 14, 2015, 11:25:35 pm »
Hey guys, thanks! Yes who knew the little SFML prototype I made 3 years ago would develop into this :D

The game is about 70k lines of C++ and uses SFML, Box2D, and Boost. I have some Python scripts for the tools, and have also built a sprite editor using Qt. It will be released on Windows first, through Steam and directly. But then I hope to release on OSX and Linux -- I have an OSX build from a year ago so I know it's not too tricky to get it all working properly.

I use SFML for all the windowing, graphics, sound, etc. All the sprite drawing is mostly just sf::Sprite, with the occasional texture mapped quad or shape. All of it is composited together with a few shaders, and there is minimal custom opengl in there. If you have any specific q's I can answer them.

The game will be about $10-15 when released. It's better for me if you can pre-order it by backing the Kickstarter though. :)

Yep I mainly work alone, but have contracted out the music. I've done 99% of the art in the game, and I suppose that's a big factor in why the game has taken 3 years, as I've been learning the style as I go.

Development steps? This is quite an involved question, but I hope to write an article soon which covers the last 3 years of development. So stay tuned!

Oh and lastly, if you can bother to wade through my Devlog, I have lots of information in there about the engine and how I built certain parts.

41
SFML projects / Moonman (my sfml game has been funded on kickstarter!)
« on: January 14, 2015, 03:06:01 am »
Hey guys, well I've been working away on an sfml-based game for the last 3 years. It's called Moonman and I've just launched a Kickstarter to help fund the final year of development. I'm happy to answer any questions you have about the game or the code. I'd also appreciate if you could share the kickstarter with your friends.

Thanks to the SFML team for making a great library, without which I wouldn't have been able to make this game. :)

Moonman Kickstarter!



Moonman is a 2D procedurally-generated adventure game (think Terraria, Spelunky, Minecraft, Binding of Isaac, Knytt Stories) set on a nocturnal planet orbited by many moons. The game is about a character called Moonman who explores the vibrant regions and biomes of his nocturnal world looking for fragments of moons -- in order to build a sun. The fragments may be hidden in caves or tombs, be inside large creatures, or hoarded by hermits. The gameplay involves a mix of platforming, resource collecting, crafting, trading, combat and puzzle solving. Each new game will procedurally generate a unique planet to explore and you'll be adventuring through populated towns, dark dungeons, exotic forests, quiet caves, submerged tombs, and crumbling castles.

Follow me at @eigenbom for regular updates. Sign up to the mailing list at http://moonman.io/ to get notified of the release. (Also facebook.)






42
General discussions / Re: SFML 2.2 Released!
« on: December 23, 2014, 04:12:12 am »
Great to come back to visit the forums and see the new release, well done! I will be updating it for Moonman as soon as I can. :)

43
Network / Re: Downloading game content
« on: April 27, 2014, 02:40:54 am »
Oh right cool. You could consider libcurl too if you like, or even a little qt app. Not sure how easy a launcher and downloader will be with sfml.

44
Network / Re: Downloading game content
« on: April 25, 2014, 12:49:04 am »
I would make a loader program that has a little http client in it, checks if all files are there, downloads them, then boots the actual game.

45
General discussions / Re: SFML 3 - What is your vision?
« on: April 25, 2014, 12:45:49 am »
C++11 required
Filesystem api
Opengles
Support for all modern platforms including Xbox, ps4, and web via emscripten
More interesting suite of demos

I can dream right? :)

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