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Topics - Koobazaur

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Many fans asked for this, so I finally had a bit of time to sit down and add custom keybinding support to Postmortem: one must die YAY! Oh and the game is currently 50% off until Thanksgiving on Desura – Enjoy some thought-provoking moral dilemmas with your turkey this year!






HAPPY THANKSGIVING!


What Is Postmortem?
Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!

Free form exploration, Rich Dialogue, Meaningful Choices and Unintended consequences!

Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!

Video Trailer: https://www.youtube.com/watch?v=5BVrIManI5M



Check the Postmortem Homepage, Like on Facebook, Follow on Twitter

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General / Crash when using KVM switches?
« on: August 26, 2013, 09:36:52 pm »
Hey all,

so my game Postmortem: one must die has been out for a while running on SFML 2.0 beautifully - thanks for the amazing library guys :D

One user just told me he gets a crash about 30% of the time if he triggers his KVM switch while the game is running. He said windows crashed report had this:

Quote
*****
Problem signature:
  Problem Event Name:    APPCRASH
  Application Name:    PostmortemGame.exe
  Application Version:    0.0.0.0
  Application Timestamp:    520b06d3
  Fault Module Name:    DINPUT.DLL
  Fault Module Version:    6.1.7600.16385
  Fault Module Timestamp:    4a5bd9c0
  Exception Code:    c0000005
  Exception Offset:    00013f1d
  OS Version:    6.1.7601.2.1.0.256.48
  Locale ID:    1033
  Additional Information 1:    0a9e
  Additional Information 2:    0a9e372d3b4ad19135b953a78882e789
  Additional Information 3:    0a9e
  Additional Information 4:    0a9e372d3b4ad19135b953a78882e789

Read our privacy statement online:
  http://go.microsoft.com/fwlink/?linkid=104288&clcid=0x0409

If the online privacy statement is not available, please read our privacy statement offline:
  C:\Windows\system32\en-US\erofflps.txt
*****

DINPUT - direct input. I don't do any handling directly or Joypad support, it all goes through the standard SF mouse and keybaord events. I searched forums and bug repository and didn't see anything, so wondering if it's really SFML/my game related or something on the end user. anyone every encountered this or might have any thoughts on the topic?

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Free Narrative-adventure playing an Agent of Death who must take ONE life that could change the fate of a conflict-torn Nation!

Play it NOW: Clicky!

Freeform exploration with Rich dialogue
What might you learn exploring the fundraising Gala and talking to the patrons? Perhaps the less you know the better?

Meaningful choices and Unintended Consequences
Can your choice change the fate of a Nation? What other result could your meddling have?

Cast of ambitious and influential characters
What if they die? More importantly... what if they live?

Complex setting of violent domestic conflict and industrial revolution
A devastated country - but is it your place to fix it? What if your educated guess is wrong?

Dynamic and surprising Ending
The choice is *entirely* up to you - but what other factors may be affecting the outcome?

Online Stats to compare Your Choices with
Anonymous aggregate stats of everyone's playthroughs will let you see how your own choices compare! Are you one of the good guys?

Think The Walking Dead meets Home and The Last Express, with a dash of To The Moon!

Official Trailer Available on:






Check the Postmortem Homepage, Like on Facebook, Follow on Twitter, Track on IndieDB


So who is the author?

I am a travelling Cinematographer, Game Programmer and Web Developer currently living in Los Angeles. Aside from hobby game programming since me tweens, I have worked for two years at a small indie studio that published two titles for PCs and consoles. I also have a Masters in Comparative Ethnic Conflict which, as you can see, inspired much of the setting for the game. This isn't intended to brag so I'm skipping details - if you're still curious you can find more details about me here.

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You are Death sent to claim a life in a country torn by
a violent domestic conflict and industrial revolution.

How will you choose?


http://www.postmortemgame.com


Official Trailer

Watch the Teaser Video

We are currently in Closed Beta, so Hurry Up and Register! Don't miss your chance to Preview the game and Influence it's development!

We're also still looking out for one extra writer/editor and potentially graphic artist (in-game sprites, maybe GUI) so if you're interested shoot me an email at info@postmortemgame.com . We'll also be starting a second round of Beta Testing signups soon so keep an eye out!

Please check the Postmortem Homepage
Like on Facebook
Follow on Twitter
Track on IndieDB






What is Postmortem?

Postmortem is a short exploratory adventure game taking place in a fictional industrial-age country of Galicia, ravaged by five years of violent rioting between two ideologically and economically divided communities. You play as death incarnate, sent to a fundraising gala with the objective of claiming a single life from any of its attendants and staff.

By exploring the space, conversing with the patrons, and uncovering various clues, you will learn about the world and the characters, revealing how their deaths might (or might not!) influence the country.

But how much should you meddle with mortal affairs? Perhaps a random choice is the fairest? What other effects could your involvement have?




Quick FAQ

What is the state of the game?
The game is now in fully playable, feature-complete Beta! We are now making final design decisions, replacing and polishing placeholder art, as well as editing all writing + story.

What Platforms is it for?
Currently, only a PC release is planned. Will there be more? If it takes off :)

Will it be free?
Yup! If the game proves successful, I do have ideas for future episodes and projects that may go commercial, but the original will always be free!

Who is developing this game?
Me, with the help of two talented composers, three graphic artists, and a writer, but I am still looking for extra helping hands. So let me know if you'd like to jump onboard and become a part of the team!

When will it be released?
If all goes according to the plan, August 15!


So who is the author?

I am a travelling Cinematographer, Game Programmer and Web Developer currently living in Los Angeles. Aside from hobby game programming since me tweens, I have worked for two years at a small indie studio that published two titles for PCs and consoles. I also have a Masters in Comparative Ethnic Conflict which, as you can see, inspired much of the setting for the game. This isn't intended to brag so I'm skipping details - if you're still curious you can find more details about me here.

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General discussions / sf::Shader tutorial / example?
« on: November 03, 2012, 08:26:44 pm »
I am trying to use sf::Shader for a simple grayscale filter (on certain sprites) and getting really confused trying to wrap my head around it. I looked at http://en.sfml-dev.org/forums/index.php?topic=1791.0 but it seems to be outdated (the draw() function no longer takes a shader param for instance, and I couldnt set it in a renderstate as its const).

I got it working via bind/unbind() but I want to do it per-sprite - do I just keep binding and unbinding it then? or is there a better way?

secondly, while I've done some HLSL for DX before, I am getting confused with GLSL. I got tutorials that fill color or draw a circle working, but I cant quite figure out how to simply modify the inColor to grayscale it. Or how to even draw it. I tried a simple:

void main()
{
        gl_FragColor = gl_Color;  
}
 

and that just gives me a blank white screen.

Fyi here's my full render loop in case I missed anything:
//snip (setup views and stuff)
                        sf::Shader colorizePostEffect;
                        if (sf::Shader::isAvailable() )
                        {
                                if (colorizePostEffect.loadFromFile( "mypath", sf::Shader::Fragment  ) )
                                {
                                        // Setup the effect parameters                                                                         
                                        colorizePostEffect.bind();
                                }
                               
                        }

mWindow->draw(everything);
mWindow->display();
colorizePostEffect.unbind();
 

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So I just skimmed the tutorials, documentation and few quick forum searches and first of all - great job! SF seems so easy to get set up and provides a nice (altho a little basic) set of features.

That being said, I have my own engine I have been working on for a while and was thinking of integrating some parts of SFML in order to enhance cross-platform compatibility (windowing) and add new features (audio, threading, networking). So I have a few questions:

1) Firstly I assume I can just use parts of SFML (like windows, graphics) without the overhead/dependency on the rest of the stuff by including appropriate headers, right? So if I use SFML for JUST audio or networking I wont also need to include all the OpenGL libs, correct?

2) My engine is a 3D using DirectX9, but I would like to use SFML for Windowing and Events support - is that an option? I saw in the 2.0 tutorials that you can now create a Win32 window and then bind it to SFML (rather than the other way around), so I could still use the HWND for D3D, while keeping SFML for events.

But this is a bit cumbersome and takes away from cross-platform compatibility. Could I still use SFML method of creating windows and get the HWND for DX that way (if on windows)? And I also read somewhere that SFML creates an OpenGL context with every window, would that clash with my DX implementation? What if I tried to render DX and SFML to the same window (i.e. use SFML for 2D gui while DX for the 3D viewport)? If that is an issue, could I create non-OpenGL windows purely for DX and a separate "toolbar" window purely for SFML?

3) One feature sorely lacking in my engine is a good GUI system, are there any options for SFML? I saw SFUI but it only provides very basic widgets (Label, Text, Button) which is coincidentally all I have so far in my own engine, so there would be no benefit to using SFuI over it at this point.

4) Ignoring D3D, and if I was sticking to purely 2D games, what is SFMLs viability as a potential future iOS / Android platform? I read that this support is planned, but when could I expect that? I saw some people have already been experimenting with porting with some interesting, but mixed results.

Thanks for answering my queries! I did search the forums and found only partial answers (and many of those pre-2.0) so just wanted to double check :)

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