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106
SFML projects / Re: It Always Ends In Nuclear War
« on: December 29, 2014, 11:29:27 pm »
Thanks  :D

It's single threaded.  I'd like to eventually have it be multithreaded, but I think it's worth it to optimize the pathfinding regardless, as I think the game is going to have to calculate large paths quite a bit.  Not going to lie though, a lot of the reason I want to do it is also because I like working on that type of thing. 

edit:  It's also the type of thing that's almost entirely self contained, so I can play around with it and have it be useful regardless of what changes I make to the rest of the game.

107
SFML projects / Re: It Always Ends In Nuclear War
« on: December 29, 2014, 11:59:25 am »
Ah damn, I thought I was grabbing the public URL.  Thanks for the heads up, and thanks for the invite :)

108
SFML projects / Re: It Always Ends In Nuclear War
« on: December 29, 2014, 11:32:59 am »
I’m still working on this.  I admittedly don’t have much progress to show at the moment, but I am putting in a great deal of time and effort.   The hard part is coming up with a design that I like



Graphically I like the direction I’m headed, but there’s definitely something not quite right about it. I’m about as far from an artist as one can possibly get, so I think what I’ve done so far is pretty good, but like I said, it’s still not there yet. As you can see, the current thinking is that the entire game is going to have a textureless look, possibly even going as far as to have no sprites or external images used at all. This serves a dual purpose - It takes some pressure off of me having to somehow get high quality art assets, and I also think it gives off a unique stylistic vibe.

Hopefully I’ll have some actual progress to report soon.

109
General discussions / Re: SFML 2.2 Released!
« on: December 18, 2014, 12:14:50 am »
Whew!  Cool stuff.  Congratulations to everyone on the SFML team.

110
General discussions / Re: SFML 2.2 tagged in repository
« on: December 10, 2014, 03:58:49 am »
Congrats guys, awesome work.

111
SFML projects / Re: [LD48 #31] Dodge Pong (made with DSFML)
« on: December 09, 2014, 02:34:18 am »
Well done :)

It's really simple, but it's surprisingly fun.

112
SFML projects / Re: Dwell - A Retro Sandbox Survival MMO
« on: December 07, 2014, 04:34:47 pm »
Congrats!

Would you be willing to reveal how many votes it took to get greenlit, and how many of them were yes vs no.  Feel free to ignore this if you aren't comfortable with that  ;)

113
SFML projects / Re: Let There Be Light 2
« on: December 04, 2014, 06:13:00 am »
Looking good!

114
Feature requests / Re: Maximize window on startup
« on: December 01, 2014, 03:40:40 am »
Sounds good.  Made an issue of it here https://github.com/SFML/SFML/issues/744

115
Feature requests / Maximize window on startup
« on: November 30, 2014, 07:09:30 pm »
It'd be convenient to have an api call to create a window which was maximized on creation.  I've searched for this and the answer was that SFML is not a dedicated windowing library. . .  However, maximizing a window is one of the options that might be added to SFML 2.

It's honestly not a huge deal, but I'm wondering if there's any room for reconsidering this now that SFML 2.0 has been out for a while and the SFML team has expanded quite a bit.

Thanks for your time.

116
General discussions / Re: We're close!
« on: November 11, 2014, 03:58:36 am »
Pretty exciting.

I just took the three minutes to download, compile and test it out.  It seems to be working just fine in my project / on my machine, but I'll post back here if I notice anything.

117
SFML projects / Re: Dwell - A Retro Sandbox Survival MMO
« on: October 25, 2014, 11:33:45 pm »
Voted.  I wish you luck, I don't think you'll have too hard of a time getting greenlit.

118
SFML projects / Re: It Always Ends In Nuclear War
« on: September 28, 2014, 03:40:04 am »
Creeping slowly toward playability...


119
General discussions / Re: Randomizer.hpp
« on: August 26, 2014, 05:17:58 am »
Taken from stack overflow
--
#include <random>
#include <chrono>

unsigned seed = std::chrono::system_clock::now().time_since_epoch().count();
std::mt19937 rng(seed);
std::uniform_int_distribution<int> gen(min, max); // uniform, unbiased

int r = gen(rng);

120
SFML projects / Re: Feedback wanted - Simple Gravity Game.
« on: August 12, 2014, 01:09:44 am »
At the very least you should make the hitbox for the ship bigger, as well as make it a bit more obvious that the goal is to click and drag from that ship. 

Either way, this is pretty cool.

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