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Messages - BaneTrapper

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46
SFML projects / Re: Currently Unamed 2d Tile Map RPG Game
« on: August 05, 2014, 08:41:30 pm »
Quote
I could use programmers and an artist
Translation: I want some people to make my game for me.

This was just a joke. I meant no offence.
;D What he has planned is ambitious to say least, his recruitment has less then 100characters in length with almost no information...
If i was him id not take it as a joke but as a reality slap to the face...

If you really want to make game of such scale here is what i am suggesting:
Prove that you are able to finish such a huge project.
Prove your knowledge in language you are gonna make the game in.(Multiplayer application you made, fast paced game play example, and the way you plan making it moddable.

You stated "It does currently compile and run", examples, pictures, videos.

I highly suggest for you to research, learn, and come back again when you done that. If you still have the will, that will be your first step to having a good shot with your idea, and being taken seriously.

My final suggestion would be, to take your idea, and scale it really down. Then separate it intro peaces like:
Game.
Fun game.
Fast and fun game.
MultiPlayer
Moddable.
Finish first one, then build next one intro the first one, that way you will have allot better feel in progression.

Juniors can achieve "Fast and fun game." with little struggle, but to make it multyplayer and moddable  :-\.

47
SFML projects / Re: The Wanderer - Lost in time
« on: July 29, 2014, 06:02:45 pm »
Why do you need 2 musicians?
Personally, i was interested in acquiring another one, tho we require SP(Special effects).  8)
There was allot of interesting talent for music, but many i felt they wouldn't fit intro game style.

To answer your question, it is RPG, there is allot of audio related stuff to don't you agree?

48
SFML projects / Re: Bouncing thingy game (released)
« on: July 27, 2014, 10:38:57 am »
Here is a comment, you should add a place where those hearths would be constant, so cut the game field a little, so the player could see his hearths all the time.
Also the game is supper slow, increase ball and paddle moving speed, or reduce the playable field size.
Try to add special events, a object will freeze for 1 second. So if its paddle cannot move it for 1 second, or ball just stops for 1 second. Try to give it flavor its really plain.

Other then that, there ain't much to it. Almost everybody started on stuff like this 8).

49
General discussions / Re: What is wrong with my tutorials?
« on: July 27, 2014, 12:32:54 am »
Personally, i stumbled upon your videos, i am experienced c++ and sfml user.
On more then one occasion you saying/stating something that is clearly wrong and incorrect or confusing something with different thing. While teaching newbies its a bad thing to do. So i agree with most, use dedicated sfml tutorials, they cover everything you require, and are mistake proof.

50
Graphics / Re: Line artifacts when drawing tilemap
« on: July 23, 2014, 10:49:51 pm »
Post minimal example that reproduces the error.

51
Graphics / Re: AW: Line artifacts when drawing tilemap
« on: July 23, 2014, 06:06:55 pm »
Did you make sure that your tiles are at integer position and the view isn't changed?
As eXpl0it3r said, its because your tiles are not at rounded position. when setting position do std::floor(position)

52
SFML projects / Re: The Wanderer - Lost in time
« on: July 21, 2014, 11:19:07 pm »
Oh i didn't update this page :P, we got artist, but not a "pixel artist".
If you are interested PM me you email, il contact you trough there, i like to keep the recruitment there.
BaneTrapperDev@hotmail.com

EDIT:
Don't want to bump, i redone the whole first post.

53
Graphics / Re: Dynamic Tile Map
« on: June 30, 2014, 03:20:45 pm »
it's not the magical solution to everything.
It would be great if there was such a solution.
Solution can be achieved in different ways, reinventing the wheels? there is no point to that.
They got enough stuff to do anyway.

54
Graphics / Re: Dynamic Tile Map
« on: June 30, 2014, 12:06:27 pm »
One great way to improve your performance is to edit the vertexArray directly instead of loading the whole thing again, because only one quad changed.
For example, your unit has quad id 0-3 and your vertex array size is 400. You are doing allot needless operations.

Just do what you do at load
Code: [Select]
  quad[0].position = sf::Vector2f(unitPos.x, unitPos.y);
            quad[1].position = sf::Vector2f(unitPos.x + unitSize.x, unitPos.y);
            quad[2].position =  sf::Vector2f(unitPos.x + unitSize.x, unitPos.y + unitSize.y);
            quad[3].position =  sf::Vector2f(unitPos.x, unitPos.y + unitSize,y);
Depending in which way you structure quads(going clockwise or counterclockwise, and what is your first tile, in this example i start with left up and go clockwise
That is what you want to do when you need something to move in vertex array.

55
Graphics / Re: Dynamic Tile Map
« on: June 30, 2014, 11:50:58 am »
First of all std::cout kills performance, remove it when testing for performance.

And why are you restructuring each sf::VertexArray before draw call?, i mean there are reasons why would you do that, but the platform surely has memory to hold 1mb of data, just make more sf::VertexArray and don't load then each loop, just draw them.

Is there a reason why you reload/reconstruct sf::VertexArray each loop? whats the point to that?


Also for god sake whats this supposed to do?
Code: [Select]
if (!mapObj.tmap.load(mapObj.tmap.getTileSet(),
                          sf::Vector2u(64, 64),
                          mapObj.getTerrainType(),
                          mapObj.getMapWidth(),
                          mapObj.getMapHeight()));
Why did you put ;(semicolon) at the end? there is no code to execute, why is it in if statement then?
What you want to do here is something like
Code: [Select]
if (!mapObj.tmap.load(mapObj.tmap.getTileSet(),
                          sf::Vector2u(64, 64),
                          mapObj.getTerrainType(),
                          mapObj.getMapWidth(),
                          mapObj.getMapHeight()))
window.draw(mapObj.tmap);
But, that is not what you want to do each loop.

56
Graphics / Re: Dynamic Tile Map
« on: June 30, 2014, 10:40:09 am »
Provide us with minimal code example
Which tutorial are your referring to? give us a link.

I would suggest to read the "Read before posting" http://en.sfml-dev.org/forums/index.php?topic=5559.0
It will help you, to help us, to help you.

Best way you gonna performance if you drawing with sfml is to use sf::VertexArray
Yes there is a way, but its gonna be supper inefficient, mostly it would be more efficient just to redraw the whole thing.

57
SFML projects / Re: Zeran's Folly
« on: June 25, 2014, 02:35:25 pm »
I think i would enjoy thins quite. Nice smooth game play!

58
SFML projects / Re: RoD: My first attempt at a roguelike!!
« on: June 25, 2014, 02:29:48 pm »
That is a mighty screen shot, who made it?

59
SFML game jam / Re: Game Submissions now open
« on: June 13, 2014, 10:42:08 pm »
:P, i didn't catch it, is there a twitter, where you post, "Next game jam on 12 june..."?
Or any announcement page where it will constantly stay up?

60
SFML projects / Re: Anyone want to build a 2D game with me?
« on: June 13, 2014, 10:00:00 pm »
I think I will think about it since working as a team brings some motivation you sometimes lack when you're alone on that type of projects.

Meanwhile I agree you shoud give some details about your skills and mostly past experiences.
Definitely agreed, being in team, and wanting the game to progress will force you to work on it when you don't want to, and you wont feel half as bad doing it.

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