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SFML projects / Re: Remnants of Naezith is now on Greenlight!
« on: May 27, 2017, 08:40:08 pm »
Do you know a site or something like this were you can sell your games for free?


General discussions / Re: Artificial Intelligence.
« on: May 16, 2017, 11:31:01 pm »
Programming AI by example is a perfect start.

This is a fantastic book. 

For pathfinding, this was helpful to me in the past. 

On a final note, two years ago I wrote a quick post explaining how I made a Tetris AI here.  Not the most relevant thing for most games, but for Tetris it was surprisingly effective

SFML projects / Re: CUIT is now on Steam Greenlight!
« on: March 26, 2017, 03:23:50 am »
Seconding that congratulations.  It looks like a cool game. 

SFML projects / Re: Three Prototypes
« on: March 16, 2017, 03:09:32 am »

Yeah, that was my intended goal in creating a particle system.  I initially thought it'd be cool if energy attacks were similar to a fluid, where they'd react similarly to a ball of liquid when hitting another object.  The idea was to use a library like Liquid Fun for energy attacks, or some other solution for soft body physics. 

I then got the idea to have energy attacks be made up of a few thousand particles.  You can mimic the liquid effect with this system, but more work needs to be done to make it actually happen.  I'm not really sure how it'll actually turn out.  We'll see I suppose, but it's going to be slow going, because I'm only working on this idea for a few hours each month.

SFML projects / Re: Three Prototypes
« on: March 13, 2017, 12:31:51 am »
Apologies for not replying sooner, but thank you for the reply!   

I still am thinking about this idea and how to wrap all of these concepts up into one package.  To that end I spent last night creating a particle engine, and ended up creating another weird prototype in which I suppose you control the disembodied spirit of red particles, and are able to recruit white particles to your essence.  WASD moves around, but at the cost of 'killing' some of your red particles.  This was all made last night.

Brief disclaimer -- I had to record this one on my phone.  I had some glitches when I tried recording on my PC.


General discussions / Re: 2.4.2 released!
« on: February 12, 2017, 03:07:05 pm »
Congrats on the release!  I'm happy about the set icon on linux fix.

SFML projects / Re: Remnants of Naezith is now on Greenlight!
« on: February 03, 2017, 10:10:28 am »
This legitimately looks awesome.  Congrats on being greenlit!

SFML projects / Re: Breaker_IS
« on: December 29, 2016, 06:33:46 pm »
Nice, looks very well polished!  Reminds me of this talk

SFML projects / Re: One Room - 37th Ludum Dare Jam
« on: December 21, 2016, 11:20:39 pm »
Woohoo I won!  Cool little game.  Played it on Wine without a problem.

I would agree with the first puzzle being hard.  I wasn't sure if I simply had the combination wrong, or if I had to press enter / do some other action after entering in the combination in order for it to take effect.  I think an easy fix would be to change the order of the puzzles.  The briefcase puzzle is easier in that it's more obvious that you need to change the combination somehow.  So you'd go through that puzzle first where you're forced to distrust the note, and then on the PIN you'd have some reason to distrust what was written there by example of the briefcase note not being 1 to 1 with the combination.

SFML projects / 9001
« on: December 08, 2016, 03:08:03 am »


There's a discord channel if you want to join -- https://discordapp.com/invite/TV43fRn

It's very WIP right now. 

I'm playing as the guy in red fighting against the purple guy.  There are two ways to damage your opponent

1)  Melee.  When two players collide, a melee collision occurs.  The winner is whoever was moving faster in their opponents direction.  The loser gets damaged and knocked back.  It's hard to tell when this happens in the video and who wins the melee clash because it still needs graphics for it.
2)  Energy Attacks.  These are only half-implemented at the moment

There's a red circle around me which indicates how much energy I have.  The larger the circle the more energy.  When the circle is red energy is being drained, when it's green energy is being gained.  You use energy from moving, teleporting, and charging energy attacks.  You start to regain energy after a brief moment of not using energy.  If you run out of energy, you have to wait a second before it starts to recharge. 

The idea is that you want to outmaneuver your opponent to score a hit. 

I'm working on a meta-game surrounding this giving you something to fight over.  The idea is that what you're looking at would be an individual level, which would be considered an entire world.  You'd have to kill everyone on the world (roughly 4 enemies per world) in order for it to be conquered.  I'm working on a very simple mount-and-blade like galaxy view where various factions are fighting over the planets.

[Original Post]
I've been playing around with the idea of creating a (very simple) 2D action game inspired by dbz.  I've got three small prototypes that I've built to that end
  • An energy ball effect
  • Malleable terrain (I'm thinking this would occur upon the player impacting the ground at a high speed
  • Mockup of player / energy ball flight physics

Admittedly, #1 was made with Love2D, and #3 was something that I made back in 2012.  I'm not sure how much further i'm going to go with this, but I wanted to throw it out there and get a few opinions


General discussions / Re: SFML 2.4.1 released
« on: November 05, 2016, 03:59:58 pm »
I think I was just using an older version of gcc.  I updated to 6.2 and it's fine now. 

General discussions / Re: SFML 2.4.1 released
« on: November 04, 2016, 08:39:36 pm »
I don't know what is in prebuilt binaries for Linux, but… seriously, you have such a great OS, where recompiling SFML from github is less than 5-6 commands and you download binaries?
Yeah.  I ran into this bug when compiling SFML myself


You can work around it by adding this to the cmake file, https://web.archive.org/web/20160509014317/https://gitlab.peach-bun.com/pinion/SFML/commit/3383b4a472f0bd16a8161fb8760cd3e6333f1782.patch, but antialiasing doesn't appear to work when I compile builds with that workaround.  Nothing is easy lol

General discussions / Re: SFML 2.4.1 released
« on: November 04, 2016, 07:38:11 pm »
Awesome, looks like some solid fixes  ;D

I'm a bit confused though.  I downloaded the Linux GCC - 64-bit version, and some of the files in the lib folder are named SFML 2.4.0?

SFML projects / Re: experiment on Terrains
« on: November 01, 2016, 01:02:06 pm »
That's beautiful man.  Keep it up

SFML projects / Re: Screenshot Thread
« on: October 22, 2016, 11:15:29 pm »
It Always Ends In Nuclear War.  I'm trying to finish this thing, i'm trying...

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