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Messages - eigen

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16
SFML projects / PIONEERS
« on: February 22, 2015, 08:14:22 pm »


It's been a long time since I last posted in this thread but I just wanted to let you know everything is still coming along, if a bit slowly. But that's life. Anyway, a new shiny build is out which packs quite a few new features and great many tweaks. The release of the latest build was mainly motivated by IndieCade East 2015 where Chris Dwyer from Junklatch showed the game among others. That one week before that was a crazy crunch mode pulling 14-hour days to get stuff working again. I completely broke the game after the last build when I started rewriting bits in Lua so I had to pull all the loose ends together.

Here are some screenshots to hint towards what's new:







You can get the latest alpha from itch.io. You may download it for free but I would greatly appreciate it if you would include a little support. I think this is the last build to be completely free, so starting with next releases there would be a small minimum price. I feel the game has developed far enough over these 3 years to warrant this.

Download here

I hope you enjoy this! :)



I upgraded to SFML 2.2 a few weeks ago and it's been working fine, most of the time. There is an issue with  C++ libraries when using Code::Blocks and GCC. It runs fine on Windows 7 but I needed to include the DLLs to make it work on Windows 8. I saw a thread on the subject around here somewhere but I wanted to let you know it's in fact quite a serious issue. Other than that I think it's been working well. Props to the developers :)

I'm yet to try out the new iOS and Android support but I'm looking forward to getting something up and running some time.

17
SFML projects / Re: Pioneers
« on: March 02, 2013, 11:04:43 pm »
Thank you for your reply.

Moving stuff in the harbour only puts the items onto the ship, not into any particular backback. When exploring you can take as much or as little items as you need, depending on how far you will trek from the ship. It doesn't make sense to assign items automatically.

Yeah, I think the patfinder does not skip undiscovered tiles under some circumstances. I'll look into it.

Each explorer has his own state of the map discovery. Previously this was all shared but I didn't like it. Over time they simply forget and areas are blacked out again. I have my reasons for that, I can elaborate if you wish. The rate of that depends on how high the Intellect attribute is. The mapping feature isn't built yet so it's rather easy to get lost. But that's why the markers/flags are for. Once the cartography side of things is implemented, you'll have the map to help you find your way.

Indeed, the sailing mechanism may take some time to get used to and when the wind just isn't favorable it can be a pain. But I feel it's an important part of it and not too difficult once you get used to it. In reality, many expeditions were either cancelled or postponed because the wind conditions just weren't right. You should be happy the wind in the game doesn't have strength which could mean the wind dies just as you're in the middle of the ocean ;)

18
SFML projects / Re: Ponk
« on: March 02, 2013, 03:14:25 pm »
I like that title screen. Very clean and beautiful. Game itself is, well, Pong. Not much to say.

19
SFML projects / Re: Pioneers
« on: March 02, 2013, 11:22:47 am »
Long time no write, which means it's time for some dates that are up. A few days ago I released a new build, fifth one already. Oh, how time flies. The last one was quite buggy with many crashes here and there. All those issues should be resolved now. It also adds bit of new content and overall polish. There's now a new intro to get the storyball rolling. I've also added a simple tutorial mode to introduce the very basic gameplay features. Terrain now has height, there are new graphics assets, some new music and a bunch of behind-the-scenes tech improvements. For example, the quests are now implemented in Lua, which will mean eventually enthusiasts will be able to create their own quests. But enough with the blabbering. It's time to put on an adventurer's hat and go explore some frickin' world.


Download for Windows
Download for OS X









If you don't get a chance to try the build, at least watch the latest video and see what you're missing :)




SFML has been working great, only a slight issue to report. Sometimes, all of the sudden during active gameplay, the game gets a FocusLost event which I use to disable the game logic and only do the rendering and throttle down the CPU usage. It should not be fired because the window is most definitely focused. It even fires in full-screen mode. I don't get it much myself, but some players have reported sudden slowdowns which means the game has gone into the "unfocused" mode. Haven't been able to reliably reproduce it so I can't really report the bug with meaningful information yet. Other than that, SFML seems to be working pretty reliably.

20
SFML projects / Re: Pioneers
« on: December 12, 2012, 06:07:43 pm »
Thanks for letting me know. Some other people have reported the issuse as well but I thought I had sorted it out. Clearly not. You downloaded it from the link provided here in the forum, right?

So, you clicked "go explore", the screen transitioned into the other game mode where you could still move around and you then clicked on the ship? Oh joy, I just love bugs I can't reproduce ...  :)

21
SFML projects / Re: Pioneers
« on: December 12, 2012, 03:33:45 pm »
Thanks! I'll ask them to update the video drivers and let you know how it goes.

22
SFML projects / Re: Pioneers
« on: December 12, 2012, 03:11:43 pm »
Btw, this is custom font rendering with simply picking a correct texture rect from the texture and drawing that. Rinse and repeat for all letters. Also in the second screenshot above the "Spring, 1500" in the top-left corner is supposed to be a Pioneers logo, an image which is 86x13. That's not drawn at all whereas other NPOT textures are, like the face.

23
SFML projects / Re: Pioneers
« on: December 12, 2012, 03:06:01 pm »
Bad news! There seems to be an issue for (some?) Ati users. One user reported a BSOD on launching the game and another one gave me screenshots with some odd texture rendering bugs. The BSOD leaves me stumped since I don't think it's my fault. I did however come across a similar issue with another SFML game, Air Forte, reported here.






The thing is it's the same darn font used for all elements in there but the list one craps out. Plus the corners are white though they're supposed to be some small details. I first considered it'd might be some NPOT texture thing going on but wasn't that issed solved after, I dunno, Voodoo 1? The font error makes me think could there be an issue with the order in which stuff is rendered. A bad texture of some sorts messes up a consecutive draw call or whatever?

The font file is 512x8, but there are plenty of textures that are something like 40x20 and whatnot. Could that really crap out like that in 2012?

But I'll investigate this further with some small demos and annoying the victims but it's for the greater good. I really hoped these kinds of kinks had been worked out of SFML by now ...  :( ... it's my game that gets the blame ...

24
SFML projects / Re: Pioneers
« on: December 11, 2012, 09:53:15 am »
Yay, Pioneers made it's way into the Top 100 in the IndieDB award thingy. I now need your votes more than ever though I'd be totally happy even if I come last because of it's totla rad even making the cut.

Vote here - scroll down a little until you see Pioneers in the Role Playing section.

25
SFML projects / Re: Pioneers
« on: December 05, 2012, 05:23:49 pm »
Build 4 is now available. It adds an overworld where you can sail around to search for new lands to explore. I also implemented a simple sailing mechanic with different kinds of winds. Plus other features like a new inventory system. Grab the latest build!

Download for Windows
Download for OS X


There is an 2012 Indie of the Year award thing going on at IndieDB and if you like the game I would appreciate it very much if you voted for it. Just go here, scroll down a little and press "Vote for this game". Thanks :)



A couple of screenshots:




26
SFML projects / Re: Pioneers
« on: December 02, 2012, 07:30:03 pm »
I just counted each line of code by hand (not really) and the result is 27596 which is actually quite a lot but there's a bunch of bloated crappy code in there which should be cleaned up and re-used. And a lot of it is UI code (button click events etc.). Not happy with that.

I think I can manage it, though it's grown quite bit from the simple idea I had for it in the beginning. But I shall not give up!

Oh, and the new build is coming tomorrow or the day after that. There will be a bunch of sweet additions to the game :)

27
SFML projects / Re: Pioneers
« on: November 23, 2012, 06:06:22 pm »
Okay, I may have downloaded it from somewhere else. I remember Googling some dll file at one point but I'm not sure if it was this openal thing or not. I guess it was.


Haven't heard from you in a long while now, are you still interested?

Sorry, I was busy with another project for a couple of weeks but now I'm back. I'll send you a PM :)

28
SFML projects / Re: Pioneers
« on: November 23, 2012, 08:02:40 am »
May I ask where did you get the openal32.dll you ship in the package with pioneers?

It's either from the 2.0RC or 1.6 release. I think there was an error with that on 2.0 where it caused a crash on exiting the game so I just plugged in the old dll and it worked. Why do you ask?

edit: No, wait, I'm thinking of the libsndfile-1.dll file.

I just checked, the filesize seems to match the one in the 2.0 release. So, I got it from there. Is there a problem with it?

29
Audio / Re: Slow music loading
« on: October 29, 2012, 07:51:20 am »
I don't think you should force this on the developer/user. If one knows what he's doing and his files are okay, there's no need for it and there should be a way to disable the unneccesary conversion. Otherwise I'd have to comment out the call and build the source myself everytime a new version comes along.

Something like sf::Music::enableOggVorbisNormalization(false) maybe.

30
Audio / Re: Slow music loading
« on: October 26, 2012, 09:35:48 pm »
Funny, I haven't noticed any cracking either but then again they haven't been overly amplified. All is in normal range. Either way, this option should be configurable somewhere. If your sounds have been properly produced, there really are no issues so you don't need it. Instead of just normalizing, couldn't you just clip those that are > 1 ? Clipping isn't nice but depending on the sound may not even be noticable by most people and is a significantly faster process.

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