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Messages - AFS

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SFML projects / Re: MineSweeper
« on: April 27, 2013, 05:21:08 pm »
Nice job! :D

I'm not really a fan of minesweeper, so I can't give you advice or anything, but I liked its functionality (menus, save, load, three difficulties). Very nice.

And about screenshots, you could try this code:

if (sf::Keyboard::isKeyPressed(sf::Keyboard::[Some Key])) {
     sf::Image screeny = yourWindow.capture();


SFML projects / Re: Platform - The simple platformer game
« on: April 02, 2013, 02:43:51 am »
I know it's a long way, but to see what I accomplished in so little time, is very rewarding.

Indeed. That's a damn good job for being made in only a month. Congrats!

SFML projects / Platformer Editor (testing vector collision detection)
« on: March 15, 2013, 09:04:07 pm »

I made a little app to test collission detection using vectors, that is, placing two of them on the map and joining them, forming a line. The objects will react to that line.

Here's a video for a quick demostration:

Here's the download link if you want to test it, though it may be buggy. Beware!

(Walls are not implemented yet, so avoid placing them!)

I made this because I want to create a platformer of course, but I was thinking about a more flexible way of handling collision (from the game maker's point of view) instead of using a grid or bounding boxes.

I loved the results, but I noticed that the main drawback is that placing the nodes and joining them can become a little tedious, as you need to do it manually every time. Still, it shouldn't be hard to make that the editor place the nodes automatically as you put a background tile.

So, what do you think? Is it worth it to use this type of collision or you prefer other types? I'm very ignorant regarding collision, and I want to see what are my options.

Also, what do you think about the editor? Any suggestions are welcome.

Finally, if you make a map with your own graphics and all, please share it, I would definitely want see it :P


SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 07, 2013, 11:14:20 pm »
I'm using Win 7 x64, and yup, I'm only getting the process.

SFML projects / Re: Exodus : SFML based windows Metroidvania game
« on: February 07, 2013, 07:37:54 pm »
It looks awesome. Unfortunely it didn't run on my PC, I launch the .exe but nothing happens. I have an Ati video card: is that the bug you guys are talking about?

Or maybe it's the resolution: my monitor supports up to 1366x768, not true HD.

The games looks awesome, though. Good job!

Woah, that is awesome. The menus,  the graphics, everything.

It looks like a finished game. How did you hide your assets?  :o

On a side note, those have to be the most scary looking rats I've ever seen.

Saludos :)

SFML projects / Re: My current project using SFML
« on: January 29, 2013, 04:01:33 am »
For speed, what I do is having a clock (sf::Clock) to count the time of each frame. At the end of each frame the clock starts again.

So, I pass the elapsed time to the fuctions responsible of the movement, and multiply the movement speed by the time elapsed, as seconds. The result is the true movement value.

For example, let's say that the movement speed of your character is 100 (this is constant for your character). Let's say that the time of the frame is always 0.01 seconds, that is, 100 frames per second. So, your character's speed mutiplied by the time: 100 * 0.01 = 1, so each frame you move 1 pixel.

Now let's say that the frame rate is 50 FPS, that is, each frame last 0.02 seconds. 100 * 0.02 = 2, so your character moves 2 pixels per frame at 50 FPS.

So basically, at low FPS, your character moves faster each frame to compensate. At high FPS, your character moves slower. In real time, your character will need *almost* the same time to reach its destination, regardless if you are running the game at 10 FPS or 1000. Just make sure you do the multiplication each frame, because the time of the frames is never constant.

To test it, use Window.setFramerateLimit, and try with different FPS.

At least that's how I do it, and it works fine as far as I can tell. I don't know if there is better ways to do it, though.

SFML projects / Re: Seabox, a procedural sandbox based sailing game
« on: January 12, 2013, 04:35:18 pm »
Were you inspired by the game "FTL: Faster than light" by any chance? I don't know, this makes me remember that game, but instead of space is set on the ocean.

Looks pretty interesting. I love the idea that the world is generated automatically (I don't even want to imagine how you archieved that, must have been complicated).

Exploring the seas sounds fun. I guess you could make money for your ship by doing quests for the people on the islands, like delivering stuff around the world, with your reward depending of the risk of the route (weather and/or PIRATES!). I wonder how are you planing to create the combat system: will it be real time or turn based?

Either way, good job.  :)

SFML projects / Re: Isometric Hexagonal Tile Map
« on: January 08, 2013, 05:30:41 pm »
Looks awesome for a rts!  ;)

Thanks :)

My idea was to make an RPG without spliting the map into sections. I just wanted a big map that you could explore without interruptions. But this is just a map editor, so on paper the map may be useful for anything from an RPG to an RTS to a top down shooter or whatever.

I love how your tiles merge seamlessly and you can vary the height.

For the tiles merging between types I used a very, very dirty trick. Instead of making special tiles for combinations (that would have been a nightmare), I did this for every single tile:

So, when two different types of tile are next to each other, they "blend". It doesn't look as good as making especial tiles containing the combination, but it saves A LOT of work.

And about the height and elevations... arggg, screw them. They are incredibly frustrating, but at least I'm almost done with them. You can notice in the video some misplaced slopes, that's what I need to fix.

Wow this is awesome! :o
I'd love to see some code to this.

I don't feel like sharing the whole code yet, because I'm new to programming (and thus bad at it), the code is a mess. But if you want to know how I did something specific, just ask and I'll share the code and try to explain it.

So do you use 3D geometry or how did you achieve it?

Well, I made the slopes in 3D and then render them to create the images, if that's what you meant. Using 3D is a huge time saver, because generating more terrains is as simple as appliying the image to the objects and then render, and bam, you get the whole tile set for that type of terrain.

Here's the sprite sheet to the different slopes.

Now, applying them in the correct order is the tricky part, because you need to check all six of the adyacent tiles to choose which of all these 18 slopes is the correct one. As you can see in the video, there are a lot of misplaced slopes, so it need a lot of work (which is the reason I don't want to share the executable yet).

I don't thinks so, although I wouldn't say that to non programming people, they might find it awkward. ;D

Thanks for the advice :P

Really cool. Are the elevations purely isometric, too?

Indeed, everything is isometric. I just made them in 3D and render them with an isometric camera.  ;)

As soon as I finish with the elevations I'll share the .exe so you people can check it out. If you have any terrain texture or object and want to add it to the editor just post it and I'll add it, just for fun.

SFML projects / Isometric Hexagonal Tile Map
« on: January 07, 2013, 11:16:55 pm »
Hello, I'm new here. I wanted to show you people a little project I'm making. It's pretty much what says on the title.

I don't want to upload the code or the executable just yet, because the code is very messy and the application is a little unstable, and I still need to work on some details, but to compensate I made a little video showing its features:


Please let me know what you think.

By the way, thanks to Laurent for making SFML. I fell in love with it. Is that wrong?

Have a nice day.

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