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Messages - Gobbles

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106
General discussions / Re: SFML Game Jam
« on: July 18, 2013, 09:42:21 pm »
Id be up for this!

Been a little while since I've participated in a game jam so this could be a lot of fun.

107
Graphics / Re: Sprite Animation Speed Ridiculously Fast
« on: July 18, 2013, 05:06:50 pm »
You should invest some time in separating Animation updates and input altogether. Input should be handled by it's own, and when you get into updating Animations(which would come in the general character update) you just check for any pressed keys, if no keys are pressed, then you revert to an idle animation, stop any current animations or even let the current animation finish what it's doing. This way if you come into anything more then just 4 movement animations, things will be easier to add in.

108
Graphics / Re: Sprite Animation Speed Ridiculously Fast
« on: July 18, 2013, 04:35:35 pm »
            if(sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
            {
                animatedSprite.move(-speed, 0);
                animatedSprite.setAnimation(walkingAnimationLeft);
                animatedSprite.play();
            }
I'm not sure what animatedSprite.play() does, but could it be possible that while you are holding sf::Keyboard::Left to move Left, the animation keeps starting over in Play? if this is the case, then when you finally let go of the key the animation will finally start it's full cycle.

109
General / Re: Deleting objects
« on: July 18, 2013, 03:09:00 pm »
Are you trying to potentially double deleting something?

Post a a minimal and complete sample and we can figure this out.

110
SFML projects / Re:Volved, a game of evolution and other things
« on: July 18, 2013, 01:38:18 am »
Wow it's been a while since I've been able to update anything. Time to get back into the groove of things.
To showcase what I've been working on lately I took a screen-cap for a small sneak peek ;)


Still a lot of work to do, but I'm excited! things are finally starting to come together and take shape!

111
General / Re: Writing Good Code
« on: July 17, 2013, 02:31:45 am »
How did you find that...  ??? But seriously that is insane  :o  10047 lines of code all in one single file  ::)
Reminds me of some of the ancient code I have gone through at work (old VB6 stuff) :P

That code may be old, but this kind of practice happens all the time, even in modern day AAA titles.
This kind of thing tends to happen when you have a company try and milk a franchise as much as possible, so they just tack on new code to an old code base and replace the textures. It's fun times sifting through the mess afterwards.

112
Quote from: BaneTrapper
Thank you for interesting and help.
And i am sorry for the lack of information!

No problem, always glad to help.

Quote from: BaneTrapper
I am counting to have 3 buttons to use for commands and 1-9 for hotkeys on items...
I am still wondering how i will do the following, imagine the scene (Player standing on "grass" tile, on witch there is "Berry bush", the player pressed "Collect/Harvest"

There is allot of code i need to do, damn it c++ is slow ^^.

My recommendation is to try and scale back what you are trying to achieve. Scope creep (as I like to call it) is probably one of the most common way projects become overwhelming and dumped.

Try and narrow your focus down to a specific goal, a map generator is a lot of work and takes time to get right.

Once you have a specific task in mind and you need some help I will more then gladly give you a hand at it :)

Good Luck!

113
The first question I have to ask is what kind of view are you going to be using? you plan on using flat side view (Terraria style), a flat top down view(old rpg style) or a fake 3D view (Gnomaria) ? Each view brings different challenges when it comes to 2D maps.

A lot of  the stuff you mention comes with basic map setup and I'll try my best to explain the points the best I can.

Need to generate it at random
It needs to hold a info what type each tile is (because of gathering, mining, digging)
Should be able to stream it (during runtime save peaces of map that are far from user and open the ones hes gonna cross up to (if nothing to load, generate)
Able to manipulate the terrain ( Because of digging, mining...)

For this stuff some basic map chunk setup should be enough to set up a good map with everything you want here.

What is a chunk? well a chunk is just a group of blocks in some format: 64x64(x64 if we are faking 3D)
That's all it is. Simple!
Each block in a chunk is your basic block, has a type ( could be dirt, grass, rock, wall.. whatever) which can be set any way you want. I prefer to use enums.

Now that we have a chunk, we have a manageable chunk of data we can work with, even replicate. A ChunkManager class will allow us to create and destroy chunks, draw them, manipulate them and let the magic happen.

This just scratches the surface of it. Once you have this very basic setup complete, you can start performing more magic to your work.

I will expand on this stuff a bit later, work just seems to keep piling up and I can't ignore it forever.
Good luck with this though, A proper map generator can be an amazing piece of work!

114
General / Re: Program exits when I hover mouse over window.
« on: June 10, 2013, 08:16:25 pm »
It happens to the best of us, don't even fret.   ;D

115
SFML projects / Re: The Wanderer
« on: March 31, 2013, 08:21:02 am »
same as santiaboy, missing that .dll file :(

116
SFML projects / Re:Volved, a game of evolution and other things
« on: March 28, 2013, 03:29:14 pm »
Yes, my apologies I mispoke on that. I meant that MY data is UTF-8. Thank you for the link, I didn't know this existed within SFML and could prove very useful.

I will gladly ask my friend if she's up for doing more work, I'm basically her only client atm so I'm sure she'd be glad to take on some more artwork.

117
SFML projects / Re:Volved, a game of evolution and other things
« on: March 28, 2013, 03:37:43 am »
Haha no, I don't draw. My friend does all the drawings(I pay her for them) and she's a professional artist, I take care of all the designing, programming, story, sound and well anything else that falls into my lap.
I'm past initial concept stage, more working towards an Alpha atm. The drawings are all concept however as they work towards being completed.

It'll be a little while yet before they are all finalized, but as they get finished, I will be adding them in. As for screenshots and videos, I COULD take them of the XNA version, but I'd much rather wait until this is working properly. Another reason also being I'm also doing upgrades at the same time :P

118
SFML projects / Re:Volved, a game of evolution and other things
« on: March 28, 2013, 03:02:43 am »
So Update #1, as I promised I would discuss some of the issues and hiccups along the way of working between XNA(C#) and SFML(C++).

To start off, I felt it prudent to port over my file loading code first, this includes the map layout files, character format files and map format files. For the most part this should of been pretty simple, data exported in C# editors, take it over to C++ and load it in. Unfortunately I remembered three-quarters of the way through that a)the files are binary and b) duhh, C# data is UTF16 and C++ data is UTF8 (I was trying to do a straight port without doing anything fancy).

So I had a few choices here, I could get fancy and write a proper converter to handle it all, scour the internet for the plethora of ideas and test the good from the bad or go the lazy me route. Lazy me decided to convert the output of my editors from binary to regular text, this way I could load it into another project specifically for taking in all the data and converting it into binary and spitting out a proper C++ format. This made loading my data simple and easy (although I'll admit, I do feel a bit dirty, but that's OK for now).

I should clarify a few things items here. I originally built a map editor, character editor and the game itself all in XNA. With the death of XNA and some other factors, I decided to move over to here, however I didn't feel a need to rebuilt the editors, as they worked great and I could just take the files they spit out and use them in the new sfml game. Clearly from the issue I described above, it would require for then a simple port that.

So enough of the boring stuff for now, time to introduce: Stone Fox(working name)

These guys dwell in the lower mountain regions and feast upon any rare minerals in the area. Extremely territorial, Stone Fox evolutions will grant the player devastating but slow slashing attacks and unwavering stability, preventing knockdown and push back while granting some nice health boosts.

As always feel free to ask any questions :)

119
Feature requests / Re: sfml for ps4
« on: March 28, 2013, 02:11:48 am »
PS4 is apparently putting a huge push towards indie developers. No words yet on what it will/won't support but it certainly could be a possibility.

Also in the world of indie development, the more platforms you can push your project, all the better. Microsoft had a great thing going with XNA, too bad they dumped it :(

120
General discussions / Re: A new logo for SFML
« on: March 28, 2013, 01:55:48 am »
animated logo on normal paper. ;D

I'm unsure of what this "normal paper" is that you speak of, but once the official logo is set, I'm sure I can throw some things together in flash or something.

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