Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - AFS

Pages: 1 2 [3] 4 5 ... 8
31
Graphics / Re: Letterbox effect using a view - not on position 0,0
« on: May 19, 2016, 08:22:10 am »
You only need viewports for this. Why are you using letterboxing for your minimap?

I think he means that he wants to apply letterboxing to his game, but it doesn't work for the HUD because it uses a view with a different size. So, when he resizes the window, his world view scales at a different rate than his HUD view, having the HUD all over the place.

Now, I can confirm that the position of the view is irrelevant, so it doesn't matter if it's at 0,0 or not (I just tested it), and it also doesn't matter if you are using views of different size than the window (because that's what letterboxing is for), but I can confirm that it doesn't work properly if you are using two views that are of different aspect ratio at the same time, because that's what the function uses for comparison to make the letterbox effect: the aspect ratio of the view vs. the aspect ratio of the window, without taking into account the other views. So, view1 may behave like having having black bars left and right, but view2 may behave like having black bars up and down, messing everything up.

So, a solution could simply be making all your views to have the same aspect ratio (not necessarily same size, mind you), but that may screw the size of your HUD, so you'll need to readjust accordingly

Also, keep in mind that if you are modifying the viewport of your views (to make something like, say, a minimap, splitscreen or something like that), this function will simply not work, because it modifies the viewports, so if that's the case you will need to find another solution.

32
SFML projects / Re: Faux Car
« on: May 17, 2016, 08:52:15 pm »
Impressive stuff! (although I must admit that half of your explanation went over my head :P).

I remember these kind of racing games used simple sprites as background (buildings, clouds and whatnot), and they just moved left and right according to the camera. Very effective to add depth. Are you planning on adding those?

33
This looks great! I love shooters, and the art style is quite original. I'll be keeping an eye on this.

Are you planning on uplading a demo?

34
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: May 10, 2016, 07:11:33 pm »
I really like the pencil and paper artstyle, it looks like you've done a lot on this in a short amount of time. Hopefully I'll see more updates soon!

Thanks! Lately I haven't worked too much on this due to my job, but I'm still making progress, albeit slowly.

I made a IndieDB page last week, by the way: http://www.indiedb.com/games/our-dear-paper-fighters . It got a warmer reception than on GameJolt, which was nice, so I'll probably stick to it.

Cheers!

35
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: April 22, 2016, 06:54:00 am »
Aloha!

I made an update if anyones's interested. I made a new level, which serves as a "prologue" of sorts, so it plays before the original first level in the previous version.



Also, after you complete the prologue level, a cutscene plays to give some context to the game, if you are into that kinda thing :P



You can advance the dialogue during the cutscene by pressing the shoot button (default Space), or you can skip the whole thing by pressing ESC. After the cutscene, the mission in the previous version plays as normal.

I also made some minor changes, especially with the sounds. Music is still as crappy as always, but I'm slowly learning; hopefully I'll manage to make something decent by the time I finish this, but don't cross your fingers ;)

Download v. 0.2.0 (Windows)

Cheers!

36
SFML projects / Re: The Possible Game
« on: April 14, 2016, 10:18:38 pm »
Looks good! I'm familiar with the Impossible Game (although I've never played it), so I noticed the reference right away.

Quote
edit2: I also haven't gotten around to making a bigger map since it's really tedious placing the boxes at good locations. I need to make a level editor i think.

How are you making the map right now? Manually placing the boxes in code? Reading a file?

37
SFML projects / Re: [C++ Plateformer 2D] An Octonaut Odyssey
« on: April 10, 2016, 01:06:17 am »
To integrate the video take out the "s" from "https" in the link ;)

Anyways, the game looks really nice in the trailer. Looking forward for a playable demo!

38
SFML projects / Re: Muffin World v2 [Platformer] [WIP]
« on: April 07, 2016, 11:41:07 pm »
I can't say anything regarding the actual game (as you haven't shown gameplay), but I must say that the editor looks really, really impressive. Good job!

Looking forward for more updates.

39
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: April 07, 2016, 11:34:12 pm »
Nailed it  ;)

:D

Wow, very nice. What program did you use for your art?

Well, the paper background is a texture that I found online a while ago, and the rest is made by me using GIMP. The assets are mostly very basic shapes, so even using MS Paint would have been enough.

Most of the stuff is composed by two parts: the drawing and the cutout of said drawing, so the textures are usually like this:



So, when it comes to code, I use two sf::Sprite, so I can change the color of the drawing using sf::Sprite::setColor() without messing the color of the cutout.

I also use a third sprite to make the shadow, which uses the same texture as the cutout but applying a black transparent color using setColor().

So, finally I put all three sprites together, like this:



Same applies to the blades and most of the things that can be destroyed. :P

40
SFML projects / Re: Unnamed Project: Top-Down 2D Game
« on: March 29, 2016, 07:13:03 pm »
Yay, GTA 2 ;D

Looks impressive as hell, you can even drive cars. Good job, man.

What are you planning to do with it? You said that the story isn't about mafia. Do you have something else in mind?

Also, I noticed that the menus are in spanish. Where are you from?

41
SFML projects / Re: Amsale
« on: March 25, 2016, 11:24:44 pm »
I couldn't run it, I got a message saying that "libgcc_s_sjlj-1.dll" was not found. That probably is not the only .dll missing, so make sure to include everything.

Also, it would be nice if you could include some images, even if the graphics are just placeholders, mostly to see how your project evolves later on ;)


42
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: March 23, 2016, 08:10:10 pm »
Sure! It worked perfectly!

:D

Love the art style and the idea :D (that firewall tho :P)
The only 'bad' thing for me is that those fast paced games make me a little sick :S

Buen trabajo!

Gracias! :P

By the way, I made a small update (v. 0.1.1). I changed the player sprite, mostly because, as some people pointed out, it was difficult to notice the direction that you are facing and in turn it was hard to aim. Also, I added health pickups (a red hammer), making the level much easier...



I also nerfed some enemies and made items more abundant, because apparently the level was way too hard. Also, I changed the default controls to keyboard only (you can still rebind them if you like). Oh, and now you can toggle the camera shaking on and off ;)

https://www.dropbox.com/s/piw5aaqk047fuow/Our%20Dear%20Paper%20Fighters%20v.%200.1.1.zip?dl=0

Cheers!

43
That last gif is fantastic, I love the art style.

(That beam attack looks ridicuously difficult to dodge, though)

44
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: March 18, 2016, 10:04:01 pm »
Looks great!
My impressions:
- The art is very nice, well done.
- I like the humor hehe.
- I wish WASD controlled movement only and use the mouse for aiming.
- I wish the camera shaked only when explosions happen. When you shoot it does it and it's a little anoying I think. But hey, that's me!

Good luck!

Wait, so does this mean that the game actually started and loaded everything fine and didn't crash or freeze or burn your computer?

That's awesome!  ;D

- I wish WASD controlled movement only and use the mouse for aiming.

I don't think I can achieve mouse aiming at this point, as the game was made with keyboard-only in mind from the get go  :-\. Shooting with the left click is just by default, though; you can rebind the controls in the menu if that helps.

- I wish the camera shaked only when explosions happen. When you shoot it does it and it's a little anoying I think. But hey, that's me!

I'll add an option in the pause menu to activate/deactivate them: one option for the shaking when you shoot and another for the shaking after an explosion.

Thanks for taking the time to test it. Cheers!

45
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: March 15, 2016, 07:25:13 pm »
Sorry for the late reply, I was on a break.

Here's how main menu looked: http://i.imgur.com/FNJ1A4T.png
I can't screenshot what happens after I press "Play" because it's one frame and then a sudden crash. It's just a dark grey background with some dark blue cells. My system is Windows 7.

That's bad :/

Normally the main menu has a background (which is actually an unplayable level). If the background is all black it means that for some reason the level files didn't load (which also *kind of* explains the crash when you hit "Play").

It's weird, because the menu buttons ("Play", "Options", and "Exit") are good. The text of those buttons are also stored in files, and the game apparently loaded those files just fine, otherwise the buttons wouldn't have text at all.

Another possibility is that the levels loaded fine but it was the textures that didn't load, but again, the buttons are fine, so I really don't know.

Thanks for giving it a shot, though.

Just make something like LogManager class which stores std::ifstream which can be used to write to simple .txt file which will be a report about the stuff which went right ("Loading textures... OK") and wrong ("Can't load texture.png!"). This way it would be easier to find what goes wrong.

You can just use Boost log.

Thanks to both!

The Dropbox link for the binary just 404. :(

Ooops. I was cleaning up my Dropbox folder (I'm always near at the 2 GB limit), so I probably deleted the file by accident. It's fixed now, sorry.

https://www.dropbox.com/s/vad812s5e072fsy/Our%20Dear%20Paper%20Fighters%20%28WIP%29.zip?dl=0

The build is actually a little different now, as most of the data is temporally hard-coded to avoid Elias' problem until I find a solution. Also, I made sounds and music using LMMS, although the music is kind of crappy, but hey, it's a start.

I also set up a Game Jolt page a few days ago if anyone's interested: http://gamejolt.com/games/our-dear-paper-fighters/132839, but you can just download the game via Dropbox, same thing.

Cheers!

Pages: 1 2 [3] 4 5 ... 8
anything