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Messages - AFS

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46
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: January 22, 2016, 04:36:26 pm »
Wow, nice clip!
I have only just noticed the tape holding the sheets together and that's not my favourite part  ;)

I think you should re-consider your helicopter graphic, though. Seeing it in action, it shows that you can't really see that body under the rotor blades so you can't easily see which direction it is facing. You could reduce the length and/or thickness of the blades but I think the most important part would be making the tail stick out past the rotor (especially as it tilts forwards).

That has been bothering me for a while but I never took the time to fix it. Thanks for the suggestion, I'll do that now.

47
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: January 18, 2016, 09:13:27 pm »
Thanks for the good vibes, guys :)

Wow, art looks really cool.

Thanks! :)

I tried to play your game, but it crashes for me after I press "Play". Grid appears and then some rectangles and it all crashes. Would like to check the game out, though. :)

That's... weird.

Can you describe to me what appeared on screen, please? How was the grid, and of which size? How were the rectangles? Was the background color blue/cyan?

Or, if you don't mind, can you upload an screenshot?

This has never happened to me, but then again I haven't tested it much. I have a desktop with Win7 and a laptop with Win10, and I have also tested it on my sister's laptop which has Win8, and it's all good on those, but that's all the testing I can do.

By the way, did the main menu (the one with the "Play" button) have any background or was it just a blue color?

Just a suggestion: maybe you should store all your data in English. It looks like your project is very data-driven, which is awesome, but this make it almost impossible to mod for people who don't speak Spanish. And I think that your game may interest some modders.

Yeah, translating the files to english is on my to-do list :)

Initially I was thinking of just hiding those files, but then I thought: "what the hell, let people do whatever they want". But yeah, I need to translate it.

Also, the format of the data files is made "by hand", because back then (two years ago) I didn't know about XML, JSON or things like that, so undertanding the files may be a little complicated, even after the translation to english. I need to write some instructions or something if I want people to get their hands dirty. Still, my main worry right now is actually finishing the game :P

So, nice project overall! Would like to be able to play it later (maybe you should make some log file which will help identify the problem).

Thanks a lot!

I have no idea how to make a log file, though. Is there a library to do that or something?

Wow looks so cool! I wish I could play it :/

I'm thinking of doing a Linux build soon (I already have Ubuntu installed, but I have never used SFML on it). A Mac build is more unlikely, as I don't own a Mac machine (unless there's a way to compile for Mac on Windows/Linux, or better yet, a way to compile for all three operating systems on one go.)

As for music, you can find some great ones here for free: incompetch.com and some free sound there freesound.org (quite well known hehe)
There's no need for that, search for some music there: http://opengameart.org/art-search-advanced?keys=&field_art_type_tid%5B%5D=12

Thanks for the links, guys, I'll take a look, because playing a game without music feels so weird to me. I still want to learn how to make music, though.

Yep, very nice. :) Once tried to make some  "paper cutout" graphics as well, although I didn't think of adding scribbles for detail. Makes it even better looking for pretty much no work to be done. :D

Thanks, glad you like it. I guess the choice to use this art style was due to lazyness more than anything, because it's so quick to draw (and I can't draw better than this anyway, haha).

But I'm  curious: How do you draw the island outlines? Haven't had time to try the actual game, but I assume those aren't pre-drawn?

The outline is actually a pretty small line:



It's white so I can change the color using sf::Sprite::setColor().

I have a map editor of sorts. At first it worked with tiles, but I found them to be kind of tedious so eventually I got rid of them and switched to a "free-placement" approach, allowing to place sprites at any position and to change their color, their size and their rotation.

So, the island outlines are made somewhat like this in editor:



It's a little tedious, but I can make islands of any shape without drawing more textures, and considering that I hate drawing, that's good enough for me :D

48
SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: January 18, 2016, 04:23:03 am »
I love this art style. I hope the final game always looks this good!
I saw this in the screenshot thread too but got too distracted to comment  ;D

Thanks man, I'm really glad that you like the art style. I really struggle with graphics as I'm not an artist, so hearing that people like it is a huuuuge relief, so thanks again ;D

I think you should add a video of the gameplay. It will allow all users to see what the game looks like, even if they can't play using your provided binary.

Good idea. Considering that the game barely has sounds, I decided to make a GIF instead. I edited the main post, thank you ;)

49
SFML projects / "Our Dear Paper Fighters" - Top down shooter
« on: January 17, 2016, 10:54:54 pm »
Hello.

This is a a pet project of mine. I've been working on this since August 2015, although the code behind it is much older.

The game itself is nothing fancy, just a top down shooter inspired by games like Desert Strike and Urban Strike, which I played on the SNES when I was a kid.


- One of the first screenies. January 2016


- A more recent screenshot. It has a different HUD for the healh and fuel, plus the adition of ammo. April 2017


- The first gif of the game, when buildings were just part of the background and the screen-shake was obnoxiously strong. For some reason the GIF came out too dark. January 2016

http://youtu.be/18G0E6pvhNE
- First gameplay video, with awfully loud sounds. February 2016

http://www.youtube.com/watch?v=OV1xO9Rz_bA
- Making a small part of the level with the editor. May 2016

https://www.youtube.com/watch?v=H2FA5esHWwk
- More recent gameplay, showing the general structure of a level. April 2017


Sorry for not sharing the source, this is made on a personal engine-of-sorts. Feel free to ask how anything is made, though, and I'll try to answer the best way I can :P

Cheers!

50
SFML projects / Re: Screenshot Thread
« on: January 10, 2016, 09:57:43 pm »

51
SFML projects / Re: 2d Top Down Tank Game-Operation Special Delivery
« on: December 22, 2015, 01:41:05 am »
I just wanted to add that if you want to add shadows, you don't need to have shadow textures in your files, you can just use the same textures as the helicopters but apply black color to them and some transparency in code:

sf::Texture helicopterTexture:
helicopterTexture.loadFromFile("helicopter.png");

sf::Sprite helicopter;
helicopter.setTexture(helicopterTexture);

sf::Sprite helicopterShadow;
helicopterShadow.setTexture(helicopterTexture);  // Same texture.
helicopterShadow.setColor( sf::Color(0,0,0,100) );  // Semi-transparent black color.
 

 ;)

52
SFML projects / Re: Screenshot Thread
« on: December 06, 2015, 07:16:36 pm »
I've been working on a top down shooter since August or so, here's a little screenie:



The code is done, I just need to add content (easier said than done :P).





That looks really cool.

53
General / Re: How to make edge scrolling work with windowed mode?
« on: October 25, 2015, 07:03:44 pm »
It's the real code, and guess what, if I copy that code to other project, it works. In the current project it works only on two directions (right and down). To the left and up I have to find the exact 0 pixel for it to work. I don't know what can be wrong, I'm going mad searching for it.

Well, if it works on other projects, then it's other part of your code what is causing the problem. What you can do is "minimize" your project (deleting or commenting code) until the problem dissappears, that way you'll discover the root of the problem, fix it, and then put the rest of the code back. This will be tedious as hell if your project is too big, though.

54
SFML projects / Re: In Soviet Russia
« on: October 25, 2015, 06:35:03 pm »
That was... freaky.

I love it.

55
General / Re: How to make edge scrolling work with windowed mode?
« on: October 24, 2015, 05:22:39 am »
I also move the camera the same way as you, using sf::Mouse::getPosition(), sf::View::getCenter() and sf::View::move(), and I have no problems with scrolling in windowed mode if the mouse is outside the window (on Windows 7 at least). In fact, I had to limit the scrolling to only happen if the cursor is inside the window because it's annoying to me when it scrolls when I move the mouse outside to do something else. Keep this in mind for your game, you could add an option to toggle "outside-of-window-scrolling" on and off, some people (like me) may appreciate it :P

I can't see anything wrong with your code (asumming that's the real one), so I can't really help you. Maybe it's something silly like both "if" statements happening at once for some strange reason, moving the view both left and right at the same time so they cancel each other out. You said that using std::cout shows the positions as negative, which is good, so maybe is the second part of the condition the problem (view_position.x >= view.getSize().x/2 +15, etc.).

56
Graphics / Re: [bug] Multi-file Sprite sheet animation help
« on: October 08, 2015, 02:58:36 am »
Edit:// Found out that the program isn't even reading the input code, that may be the error

You have your input code in the constructor of "PlayerCharacterSprite". Is this intended?

57
General / Re: Waiting for a Key
« on: October 07, 2015, 03:13:04 am »
You could store in a variable the location of the last battle generated. Then you make it so a battle is generated if the rand value is over 90 (or whatever number you use) AND if the location is different than the one from the last battle.

Then, to make it so you can have battles in the same location only after moving, you clean the variable everytime you make a move to a different tile, so when you come back to the same tile the condition can be true again.

Hopefully that makes sense.

58
Graphics / Re: Moving Map Centered Around Player
« on: October 06, 2015, 08:13:08 pm »
^ Sorry, I deleted my previous answer because it was incorrect.

I'm not sure I understand what you are trying to do. You want your map to be basically a static background?

59
General / Re: Mouse::setPosition problem with View
« on: October 05, 2015, 09:02:39 pm »
I am confused about object's positions in window, view and screen.

Your player can have any position, like 0x0 or 999999x999999, doesn't matter. Same case with the view, they use "world coordinates".

Your mouse, however, can only be inside your screen, that is, your resolution (1280x1080 or whatever). So, if you use your player position in Mouse::setPosition(), you are using numbers way beyond your screen resolution, and that's bad.

So, you need to transform the coordinates, either using mapCoordsToPixel() or manually:

sf::Vector2f transformedPlayerPosition = window.mapCoordsToPixel( player.getPosition() , view );
sf::Mouse::setPosition( transformedPlayerPosition );
 

(Or something like that. I've never used mapCoordsToPixel() :P)

Anyway, is it really necesary to move your mouse cursor? That seems annoying for the player. You could use another sprite or something instead of the mouse.

60
SFML projects / Re: Red Plane
« on: October 05, 2015, 07:04:28 pm »
I'm a sucker for shooters so I tried it for a few minutes  ;D.

While the game right now feels incomplete, at least you got the basics down (collision detection and so on), so many props for that. Now it's just a matter of improving the details and adding content (easier said than done)

I was confused by the movement a little bit. You can change direction using left or right, which is fine, but the transition is so weird, I don't know how to explain it. If your plane is at the center of the screen and you press the right key, the plane points right but moves left and only when it's on the edge it starts moving right (?). I understand what you are trying to do with the camera, but for that you don't need to move the plane and/or the background, you just apply an offset to your view depending of the plane's speed.

Anyway, keep up the good work ;)

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