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Messages - eigen

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46
SFML projects / Re: Pioneers
« on: July 17, 2012, 09:55:11 am »
Thanks, I appreciate it. :)

Also, since you're on indieDB anyway, why not list the engine as SFML?

Yes, SFML draws all the graphics on screen and plays all the sounds but everything else from that layer up is my own. So in that sense, the engine is custom. If you would simply use OpenGL (or SDL),  would you list that as the engine?. Don't worry, SFML is mentioned in the about screen in the game and always will be.

47
SFML projects / Re: Pioneers
« on: July 16, 2012, 09:50:21 am »
Thank you! I'm still learning all this pixel madness.

It's all done from scratch (including GUI) but I'm planning to keep using SFML so I'm making it so I'd have a solid foundation for the future.

48
SFML projects / Re: Pioneers
« on: July 13, 2012, 11:27:23 am »
Things are still going strong. I've been working on the town where the game begins and where you can go back between expeditions. You can find men to hire from the tavern, buy stuff you need from the supply store, get quests and so on.

I had drawn the tavern previously, but yesterday I drew the supply store you can see in the screenshot below. I also did the sidebar but the buttons need some work. And a  quest button needs adding.

From the map you will be able to choose an area of the world where you want to go. The world will consist of something like 10-15 'levels' which are different in size and terrain type, so the random map generator still applies. The further away areas are larger and take longer to get there for which you need more men, ships and supplies which means you have to adventure trough the smaller areas to get some wealth before.

The travel time will be measured in seasons. When you sail out during spring, you will reach the nearest areas by summer. Or by next spring if it's far away. That forces you to think when and where to go. You can advance seasons by boozing around in the tavern but that will cost you.

It's all starting to come together and when I squint my brain it's almost starting to look like a game. Really exciting!





I'd also like to remind you all that the game can be found on the IndieDB site and if you're a user there, make sure you click 'Track this game' button because that way you are always up to date with screenshots, videos, music and new builds. I've gotten some pretty decent feedback there and the news of the release of the last build was featured on the main page for a while.

Thanks!

P.S. - I'm still very much in love with SFML. If one day I get the game done, I'm thinking of separating and cleaning up the 'engine' part of the game and release that separately. Maybe it would be useful to someone.

49
SFML projects / Re: Pioneers
« on: June 21, 2012, 11:11:53 am »
I shall bring you some great news!

Build 2 has just been released which looks a lot more like an actual game when compared to the early tech-demo. Of course it is still very much work in progress and most of the things have not implemented but some of the good stuff is there. So don't go in hoping to get full gaming experience but more of an glimpse of things to come :)

There is no wildlife or any tribes to encounter, just you and the vast landscapes.

Download for Windows
Download for Mac







Latest gameplay video (which is actually a bit out of date because I made a lot of changes prior to this release):




Looking forward to any comments, questions, critique and so on.

50
General / Re: SFML Mac Portability
« on: June 19, 2012, 09:49:17 am »
Thanks, it seems to be working now :)

51
General / Re: SFML Mac Portability
« on: June 18, 2012, 06:59:44 pm »
Thanks for clearing that up.

I can't try this until I get to work tomorrow but will this also work with the sfml-graphics.dylib file? Because I'm using the latest version (pretty much) and have to build it myself. And that produces the dylib files, not the framework ones.

52
General / Re: SFML Mac Portability
« on: June 18, 2012, 02:21:56 pm »
Quote
Which is most probably why the OS tells you to install XQuartz. What you have to do is copying the freetype dylib, changing its install name so that it's relative to the application, and relink you application against the modified freetype dylib.

To change the install name, you can use the install_name_tool command in Terminal.

So, what exactly do I have to do to get it to work? I'm not sure about the 'changing its install name' part of the comment. How exactly do I do that ... I'm not really familiar with such things. More step-by-step approach would be great.

All I want to do is try the game out on co-workers mac. This shouldn't be so difficult :(

53
Graphics / Re: BUG: Fullscreen mode on OS X
« on: June 06, 2012, 03:49:46 pm »
Thank you! All is well now :)

54
Graphics / Re: BUG: Fullscreen mode on OS X
« on: June 06, 2012, 10:15:49 am »
OS: Mac OS X 10.7.3
SFML: Not sure about the SFML version. I downloaded the RC version from the main website about 4 days ago.

This is the most basic thing ever. Put it in a main function and you're done.

  int w = 640;
  int h = 480;
 
  sf::RenderWindow * app = new sf::RenderWindow(sf::VideoMode(w, h, 32), "Test", sf::Style::Close | sf::Style::Fullscreen);

  while (app->isOpen())
  {
    sf::Event Event;
   
    while (app->pollEvent(Event))
    {
      if (Event.type == sf::Event::KeyPressed && Event.key.code == sf::Keyboard::Escape)
      {
        app->close();
      }
    }
   
    app->clear(sf::Color(64,128,64, 255));
   
   
    sf::RectangleShape shape;
    shape.setFillColor(sf::Color(255,128,128, 255));
   
    // Shape in the middle

    shape.setOutlineThickness(0);
    shape.setSize(sf::Vector2f(w - 100, h - 100));
    shape.setPosition(w/2 - (w - 100) / 2, h/2 - (h - 100) / 2);
    app->draw(shape);
   
    // Shape in the bottom-left corner
   
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(0, h - 50);
    app->draw(shape);
   
    // Shape in the top-left corner
   
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(0, 0);
    app->draw(shape);
   
    // Shape in the bottom-right corner
   
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(w - 50, h - 50);
    app->draw(shape);
   
    // Shape in the top-right corner
   
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(w - 50, 0);
    app->draw(shape);
   
    // Shape on the left edge
   
    shape.setFillColor(sf::Color(128,128,255, 255));
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(0, h/2 - 25);
    app->draw(shape);
   
    // Shape on the right edge
   
    shape.setFillColor(sf::Color(128,128,255, 255));
    shape.setSize(sf::Vector2f(50, 50));
    shape.setPosition(w - 50, h/2 - 25);
    app->draw(shape);
   

    app->display();
  }


Trying out on this simple project I get very weird results. It's no longer the bottom-left section ... most of the time I don't see anything at all.

(I resized the larger images to fit the forum)

640 x 480 windowed mode:


640 x 480 full-screen mode. I don't see anything ... don't know how that's even possible.


Same with 800 x 600. I don't see anything in full screen.

1024 x 768 full-screen mode. Something has appeared.


1280 x 800 full-screen mode. The blue bits have appeared.


Something more arbitary ... 1280 x 1200. This appears to be running in 1920 x 1200 actually, because there is no scaling and everything is pixel pefect.


Native resolution 1920 x 1200 in full-screen mode


I tried with both the dylibs and framework files. No difference.


When running the test app fullscreen in 640 x 480 on a co-workers Macbook Pro (OS 10.7.4, native resolution 1440 x 900) I see this:



Hopefully this helps. Not sure what else I can say.

55
Graphics / BUG: Fullscreen mode on OS X
« on: June 05, 2012, 01:30:48 pm »
Hi, I seem to be having a problem with running the game in fullscreen on OS X. I just updated to the RC. It used to work, I mean I'm not sure exactly which version but SFML 2.

iMac, early 2009, 1920x1200, NVIDIA GeForce 9400 ... thought I doubt it matters because it used to work and I haven't upgraded the software recently.

How the problem manifests:
Unless I use fullscreen mode in the native resolution, what I see on the screen is the bottom-left section of the whole thing. The section drawn is as large as the resolution I wanted.

I took a screenshot. Sorry it it's too big, I think Macs take a screenshot as large as the screen, not as large as the application resolution. Anyway, I ran it in 960 x 600, which is exactly half of the native one.


(Click to see full size)


Also, the mouse is limited to the upper parts of the screen and I can't move it downwards from where it is. It probably goes up but I can't see that.

So, to cap: I see a 960 x 600 bottom-left section of the whole screen supposedly rendered to a 1920 x 1200 buffer/image/texture.

This is how the whole thing should look like:

(Click to see full size)

56
SFML projects / Re: Pioneers
« on: May 20, 2012, 08:58:31 pm »
Thanks! :)

Quote
- Your character already knows if he can pass something or not while the area is still unexplored. If there is a forest (on a black area) it just won't move. I'd suggest moving it either till you see the forest your you're standing in front of it.

Yes, makes sense. I've been meaning to add that simple check to the pathfinder but never got around to it. Fixing as soon as possible.

Quote
You can move without using your available steps or energy by simply building a small camp directly onto your character, entering it, and leaving it again putting your character right next to it. Building the camps doesn't seem to cost anything (not even energy). Doing so you can basically explore everything on the day you arrived on the island, just prepare for building lots of those darn camps

Good grief! Thanks for reporting that :D

In fact, there is nothing else to do. As I said, this is just a tech-demo but I felt like releasing it, because I wanted to see if people like the interface (eg. how actions are given) and the ways things are done overall. I will be making more game content from now on.

57
SFML projects / PIONEERS
« on: May 20, 2012, 09:37:45 am »


Every journey begins with a single step.

Official Website


Pioneers is a turn-based exploration/adventure RPG where you lead a party of travellers in search of treasure-rich temples, new tribes and ways to go down in history - ways to go beyond the horizon. To achieve all that you complete quests building up your reputation to become a sought out explorer by kings and commoners alike.

You set out promising your father to become someone, to make him proud but not all goes like planned in life, does it? On the way you'll meet many interesting characters, solve challenging puzzles and face all that nature has to offer, be it finding and collecting food and building a shelter to survive harsh winters or facing against a pack of wolves in the densest of forests.

The game is currently very much in progress but check below for playable builds. The game uses only 4 colors. Different seasons have different palettes with different set of colors. As to why, read here.


M e d i a










D o w n l o a d

Latest build (Build 7, February 13 2015)

Download from itch.io



Previous versions:

For older builds see the game's website.

58
SFML projects / Slide Them Boxes (2d puzzle-game)
« on: March 21, 2012, 04:04:36 pm »
Quote from: "eXpl0it3r"
But I'm still curious how the score gets calculated...


Basically there is a set number of moves (so called PAR) for each level and you get points for each move under that. It's simple linear calculation based on the level index (1 .. 32). The PAR = 35 * levelNumber

Other solution would've been to play the levels extensively myself, and find an average number and increase that by a certain factor, but I chose not to, because I don't want players competing with ME, I want them competing with each other.

Eg. if I completed the first level in 4 moves, the difference compared to PAR would be 31, which is rounded down to nearest 5, 30 in this case. This is your total score after completing the first level.

If you were to make 10 moves, you'd have 25 points. If you'd make 35 moves, you'd have 0 points.

59
SFML projects / Slide Them Boxes (2d puzzle-game)
« on: March 19, 2012, 10:07:33 pm »
Version 1.1

+ SFML 2.0
+ Small fixes here and there
+ Got rid of the level password system and replaced it with more traditional level selection screen
+ Internal re-write to ease adding more level-packs in the future
+ 2 new levels, total of 32 now!
+ Native Win/Mac start-up window, where you can choose to play the game or check for updates and download them.
+ Installers for both Windows and Mac. It was interesting, I hadn't really messed with installer scripts and such before.

Not much changes visually. You don't mess with perfection ;)

Downloads and other information

eXpl0it3r, with all the changes and addition of 2 levels, I had to remove your score. I'm sorry. But you can now enter numbers as part of your name :)

I hope you all enjoy it!

60
SFML projects / Slide Them Boxes (2d puzzle-game)
« on: February 19, 2012, 01:38:36 pm »
Thanks for your comments, they are really helpful.

You get to enter your name into the list once you complete the last level, meaning you complete the game :) There is no "game over" or other failure options, so nowhere to present the user with the score as in many other games, like Tetris. Only when you finish the game.

You're right about the keys, I fixed that. Also, the snoring should go away when the game does not have focus, yes. In fact, I implemented that feature last night using the LostFocus and GainedFocus events, but also came across a bug I think. When you minimize the window, the application gets LostFocus and GainedFocus events right after each other (on Windows XP). It should probably not be like that. As a work around, I added a check - if the gainedfocus event comes in something like 60ms after losing the focus, it's not processed.

The graphical tiles are small because at first I thought the levels would be bigger, before realizing that's not where the difficulty comes from. So the levels stayed smaller. I personally think the smaller visual game area is better because you focus more easily ... I mean you don't have to do much eye movement to see the whole level and you have better overview.

I'll upload the updated version later.

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