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SFML projects / Re: 9001
« on: November 01, 2019, 07:04:51 pm »
I made a main menu, though once again the compression on the video doesn't do it any favors


You have to be in 1080p and fullscreen to notice it but there's a particle system simulation going on in the background that you can subtly interact with

I also took another video of me playing.  I'm going to have to do something to make this brighter, because it's way too dark in these videos.


SFML projects / Re: 9001
« on: October 23, 2019, 03:52:16 am »
The graphcis and physics look really cool! It took me some time to realize that the thing in the circle was a stick figure, because of the speed :) with maybe some less dark areas you could add a lot of depth to the game.

The story sounds interesting, it will be quite a challenge to link it to the gameplay. I assume you plan some sort of character development / leveling up / getting equipment?

Also, is there a background behind the number 9001 (don't need to tell me in case it's part of the story)? The only association I have with this number is ISO :D

Thanks!    The stick figures are definitely hard to notice, I'm not sure what to do about that as I don't really want to make 'em any bigger.

The idea is to have a progression system in which you level up.  Attacks would do more damage, you'll be able to increase your speed, gain access to more attacks, that sort of thing.   

The name is a reference to a [dragon ball z meme](https://www.youtube.com/watch?v=SiMHTK15Pik). 

SFML projects / Re: 9001
« on: October 22, 2019, 01:37:34 am »
Here's a video of me rambling for 8 minutes explaining what the game is, how it's played (explained within the first 2 minutes), and where I want to go with the game.


With that being said, I'm trying to get around 10 people to play and offer feedback on whether or not it runs / whether they could kill an enemy / any thoughts about it in general.  Please post here, DM me, or join the discord to request a Steam key.   


arrow keys or wasd to move
ctrl or e to teleport
backspace generates a new map
[ ] \ all change player colors
[ changes your color
] changes everyone's color
\ changes the color of the entity you're targeting (the white box)
h turns on an alternate drawing mode which is slightly buggy and not as good

You're a 2d ragdoll stick figure.  It can fly and teleport.  This costs energy.  Energy is represented by the circle around the player.  The larger the circle, the more energy you have.  If you run out of energy, your circle will disappear and you'll be unable to do anything but freefall for a few seconds. 

White = full energy
red = losing energy
green = gaining energy

Find enemies.  Currently the only way to deal damage is the melee system.  When two players collide, they perform a melee hit.  The loser is damaged and knocked back.  The winner is determined by whoever was moving with more momentum in their opponents direction.  The idea is that you want to outmanuever your opponent and hit then from the side, behind, or at an angle such that your momentum is considered and your opponents momentum is discarded. 

You can regain health if you're far enough away from enemies.  The health bar will start flashing white.  How this works is going to change because it doesn't work well at all right now.

SFML projects / Re: SFML Color extension
« on: July 06, 2019, 03:04:17 am »
More colors are of course nice.  I think what a truly useful color extension library truly needs though is multiple color spaces that you can easily convert between. 

General discussions / Re: Goodbye
« on: May 13, 2019, 09:52:56 pm »
I'd like to echo the thanks for all of the work that you've put into SFML.  You've helped make this project one of the best open source projects in existence.

SFML projects / Re: 9001
« on: April 03, 2019, 05:09:45 pm »
Thanks Hapax. 

I'm pretty happy with how the smoke-like effect turned out, as well as with the main mechanic of trying to outmaneuver the opponent while not running out of energy (because at that point you'll be immobilized and will probably get hit yourself).

Main problem at the moment for the smoke-like effect is that it's too dark and hard to see on some monitors, but if I make it any brighter then it becomes too bright on everything else.  I think I'm going to have to implement one of those sliders where you choose the brightness at the start of the game.

The main mechanic is an evolution of something that came from a half-life 1 mod I used to play called ESF.  I made changes to make it work in 2D + make it easier to grasp/play, because that game was absurdly hard, to the point where the video I just linked to i'm sure is completely nonsensical unless you've played it.

SFML projects / Re: 9001
« on: April 03, 2019, 08:14:13 am »
Thanks Elias :).  Apologies for the 1 year + late reply, I have no excuse.

Latest video I recorded is a few months old, but I'm still working on this thing.


Since the video was recorded I've added some sounds + music, procedural level generation, and have played around with the terrain physics some more.  I'm not very happy at all with this iteration of the terrain, I think it definitely needs a rework.  Still have a lot more to do (energy attack system, character leveling system, I think with the right shaders it could look a lot better, etc). 

I think I'm going to take a small break from working on this and spend more time working on the other project I'm working on, It Usually Ends In Nuclear War.  Should give me some time to rethink the terrain

General / Re: turn-based countdown
« on: April 03, 2019, 01:46:10 am »
Each time you restart your clock, you're throwing away any time over 1 second.  This is going to accumulate more and more causing your countdown to be inaccurate. 

I modified your code to count down without any accumulation issues.  Also, you don't need the header guard in a .cpp file.

Code: [Select]
#include <iostream>
#include <string>
#include <SFML/Graphics.hpp>
#include <cmath>

int main()
sf::RenderWindow window;
window.create(sf::VideoMode(800, 600), "TITLE", sf::Style::Close | sf::Style::Resize);

sf::Font font;
if (!font.loadFromFile("Enchanted Land_0.otf"))


sf::Text text;

sf::Event events;
sf::Clock clock;
while (window.isOpen())
sf::Time time = clock.getElapsedTime();
const int countdownNumberOfSeconds = 10;
const int timeleft = countdownNumberOfSeconds - std::floor(time.asSeconds());


if (timeleft <= 0)
text.setString("GAME OVER");
text.setPosition(window.getSize().x / 2, window.getSize().y / 2);

while (window.pollEvent(events))
if (events.type == sf::Event::Closed)

if (events.type == sf::Event::KeyPressed)
if (events.key.code == sf::Keyboard::A)





General discussions / Re: What pain points do you experience using SFML?
« on: January 21, 2019, 08:22:44 am »
It's also not very useful for anything but the very simplest case. A rich text component or even just multiline component with text alignment would make a big difference here.

This is by far my biggest gripe.  I find myself often having to do a lot of tinkering with sf::Text and wondering why I have to write my own functions for things like multi-line text centering.  When I asked about it a couple years ago I was told to do it myself.  Yeah, that's fine, I'm happy to do it, but it seems like there's a bit of functionality missing from sf::Text that is not just specific to my needs, but rather features that most users would want.  I can see why these features might be low priority, but they don't even seem to be on the roadmap anywhere.

I found myself implementing common text operations like multi-line text centering as well.  I wonder how much effort has been collectively wasted here.

General discussions / Re: Visual Studio 2019 Preview with SFML
« on: December 11, 2018, 10:18:17 am »
Very cool.  Thanks for sharing

SFML projects / Re: [Release][GUI] ImGui-SFML
« on: November 21, 2018, 12:05:34 am »
I just want to register my appreciation for you making these bindings and making them open source.  Works great.

SFML projects / Re: I Can Transform
« on: November 10, 2018, 09:43:13 pm »
Looks good, it's clear a lot of work was put into it. 

You might want to change the name of it to something more unique.  I went to install it on Android and couldn't find it through their search.  I had to go find this thread on my phone in order to get the link. 

bitsPerPixel on getDesktopMode is 24.  When I call

Code: [Select]
sf::RenderWindow window(sf::VideoMode(1920, 1080, 24), "SFML", sf::Style::Fullscreen);

The FPS cap is 144, which is good I guess.  I'm not really sure why a bitsPerPixel of 32 would result in a different cap though.

If anyone wants to test it, the following should do the trick

Code: [Select]
#include <SFML/Graphics.hpp>
#include <iostream>

int main()
// sf::RenderWindow window(sf::VideoMode(1920, 1080, 32), "SFML", sf::Style::Fullscreen);
sf::RenderWindow window(sf::VideoMode::getDesktopMode(), "SFML", sf::Style::Fullscreen);

sf::CircleShape shape(100.f);

sf::Clock clock;

while (window.isOpen())
sf::Event event;
while (window.pollEvent(event))
if (event.type == sf::Event::Closed)


float currentTime = clock.getElapsedTime().asSeconds();
float fps = 1.f / (currentTime);

std::cout << std::to_string(fps) << std::endl;

return 0;

I had previously thought the two were more or less interchangable if I provided the same width / height that would be retrieved from the getDesktopMode call, but this doesn't appear to be the case.  With VSync enabled, the following two calls result in different FPS caps for me. 

I have a 144hz monitor, and calling the following results in an FPS cap of 60 when fullscreen (144 when windowed).
Code: [Select]
sf::RenderWindow window(sf::VideoMode(1920, 1080, 32), "SFML", sf::Style::Fullscreen);

This next call results in an FPS cap of 144 when fullscreen (same cap windowed). 

Code: [Select]
sf::RenderWindow window(sf::VideoMode::getDesktopMode(), "SFML", sf::Style::Fullscreen);

Is this expected behavior?  I've only tested this on Linux Mint Cinnamon 19.1 for whatever that is worth.

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