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Messages - Gobbles

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121
General discussions / Re: A new logo for SFML
« on: March 28, 2013, 01:30:09 am »
I'm not too sure if it's already been discussed, but has there been any ideas of an animated Logo? Particularly one for a game intro. Static images are so boring.

122
Graphics / Re: My small Sprite Manager
« on: March 27, 2013, 08:42:28 pm »
Are you a Java programmer?

I thought the exact same thing "He must be a Java programmer" :P

123
SFML projects / Re: Platform - The simple platformer game
« on: March 26, 2013, 04:08:04 am »
Excellent, much better.

Just gave the game a try.

Overall the controls are great, however one thing bothered me. When you jump up against a wall you seem to 'stick' to it, kind of super meat boy fashion, however it seems to reset your jump press. So for instance if you jump up a block and are still holding the jump button you will do another rapid jump at the top. Not sure if this is designed this way or a bug but it killed me more then once :(

You have a great game in the making going on, keep it up!

124
SFML projects / Re: Platform - The simple platformer game
« on: March 26, 2013, 02:42:00 am »
Video is private  ;) but looks good, keep up the good work!

125
Because it's very dangerous and easy to screw up, and should be held off until you're comfortable with the language. Not to mention, newbies have a tendency to use new and delete everywhere they possibly can, when 99% of the time you either don't need it or are doing it wrong.
[/quote]

Right, My mistake. Been a long time since I've seen a reserved approach towards it. I do completely agree, it can be tricky to get right and add layers of complication, but if you don't experiment and play around with it you'll never get that opportunity to get it right at all.

126
People say not to use 'New' or 'Delete' but ...
This confuses me, why would you not use Dynamic Memory?

127
SFML projects / Re:Volved, a game of evolution and other things
« on: March 25, 2013, 04:13:50 am »
Hi guys,

In my introductory post I spoke of working on transferring my current XNA game over to SFML and exploiter made an excellent comment about documenting the process. While detailing the entire process would be a long boring read I figured speaking about a couple of hiccups or issues I ran into here and there could be well worth noting.

As well as part of these posts ( I will probably try to give weekly updates), I will introduce some of the game as it becomes available. Currently since I am mid transfer I cannot showcase too much on it, however I can show off some of the concept art currently crawling it's way into the game. Hopefully within the next couple of weeks or so I can have a bare minimum combat area built for people to test and give some feedback :)


So here we have a few of the characters many evolution designs. These are still very early, however each evolution bases itself one of the games 4 major areas. These are: Forest, Mountain, Desert and Aquatic. Now these are the 'completed' forms and the player is by no means limited to the entirety of one form, the idea is for the player to play and use many of the different 'Body Parts' and construct a player that they like, using attacks and abilities they enjoy.

Feel free to ask any questions, I will try to add more content as the weeks progress.

128
General / Re: How to handle multiple event for multi player ?
« on: March 20, 2013, 11:44:33 am »
Woops! These should'nt be
if else()
they should all be just be
if()
( we want to check each one, since each key can be applied ) sorry about that.

Guess that's what I get for programming at 3am, mistakes are bound to happen  ;D

129
General / Re: How to handle multiple event for multi player ?
« on: March 20, 2013, 04:33:40 am »
On each of your Input checks you instantly return, therefore not allowing any further events you might have to be processed. One way I like to handle multiple inputs (especially for complex button presses) is to create a set of booleans

bool p1keyLeft, p1keyRight, p1keyUpt, p1keyDown, p2keyLeft, p2keyRight, p2keyUp, p2keyDown,

This way, once you do your poll event, you can just assign which keys get pressed during this event loop.

while (window.pollEvent(event))
    {
      if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Left)
          p1keyLeft = true;
      else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Right)
          p1keyRight = true;
      else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Up)
          p1keyUp = true;
      else if (event.type == sf::Event::KeyPressed && event.key.code == sf::Keyboard::Down)
          p1keyDown = true;
    }

Once you have these booleans set, you can use them any way you want, check each one and move your character accordingly. Remember to reset them to false at the beginning of your input though.

130
General / Re: How to block window resize ?
« on: March 17, 2013, 04:11:27 am »
sf::Style::Close seemed to work fine for me, only allows the use of the close button and the minimize button, no border adjusting either.

I would of posted the code, however still figuring out these tag items, my apologies  ;D

131
General discussions / Re: Hi Everyone!
« on: March 17, 2013, 02:52:29 am »
That actually sounds like a great idea, I've only just begun the transfer so I will keep that in mind as I go. It might even allow some of you guys to add input to better suggestions,

The game itself is named Re:Volved, an evolution game that draws inspiration from titles like E.V.O the search for Eden, Spore, Act Raiser, Castlevania and other great titles growing up over the years.

The main story of the game revolves around a cell who gains consciousness and begins to wonder just what life is about (Think the beginning of spore with a touch of binding of Isaac shooter style). As you continue you will eventually venture to land, where the game turns into a platformer, and this is where the bread and butter of the game is. Being an evolution game, the player is able to evolve different body parts (Head, Body, Arms, Legs and Back) that will grant him different combat abilities and skills.

Combat in the game is fast paced and combo oriented, the aim is to allow the player to build a character whose attacks and abilities suit their needs. There is also more to the game which is still being fleshed out, it involves the player building an army and engaging in mass combat, however I will release more info on this as it gets developed.

If anyone has any questions please feel free to ask, as soon as I have more to show I will definitely head over to the appropriate thread and showcase some stuff.

132
General discussions / Hi Everyone!
« on: March 16, 2013, 08:19:39 pm »
Hi everyone! Just wanted to stop in and introduce myself. I have been using SFML off and on for a few years now and recently I decided to transfer my game over from XNA to SFML. I am still ramping up on 2.0, I used 1.6 in the past so ramping up on all the upgrades and changes while trying to do the transfer has been an interesting experience thus far. I have been really enjoying the simplicity and ease of use the library provides (hence the name I guess  ;) ) and look forward to delving even deeper into what SFML has to offer. Once I make some headway on my game I will be sure to throw up some screens and hopefully a demo over in the projects section as l'd love to see some feedback from the community.

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