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Author Topic: My SFML project - Trigonium  (Read 4408 times)

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MacMercury

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My SFML project - Trigonium
« on: January 27, 2013, 11:41:05 am »
Hi! My name is Mac Mercury. I'd like to show you my first SFML (1.6, unfortunately) project - Trigonium (Latin: triangle).



Well... You're a black triangle (called Trigonium 1.0) and You have to reach the portal... Yup, that's all.
You rotate blunt (look at gameplay), and You cannot touch the wall, or You'll explode.

Currently there are 3 tutorials only, but I've already written an automatic map loader (actually, level on a picture IS loaded by that). Walls' shape doesn't matter, and objects' coords are in the config. But I haven't even started working on graphical GTK+ editor...

Game is completed on approximately 50% and will be released for GNU/Linux and also for OS-What-Must-Not-Be-Named. Currently it's milestone 0 (I'm planning to release first snapshot on February, 5).

Hope you like it ;)



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« Last Edit: February 26, 2013, 07:26:52 pm by MacMercury »

Lo-X

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Re: My SFML 1.6 project - Trigonium
« Reply #1 on: January 27, 2013, 02:05:54 pm »
Nice =)
I think it would be way more funny if there were some kind of slowly decreasing inertia when you move. So that the ship can collide with a wall if you misjudge the acceleration you give.

Nexus

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Re: My SFML 1.6 project - Trigonium
« Reply #2 on: January 27, 2013, 02:12:42 pm »
I think it would be way more funny if there were some kind of slowly decreasing inertia when you move. So that the ship can collide with a wall if you misjudge the acceleration you give.
I thought exactly the same ;)
If the triangle doesn't move and stop instantly, but accelerate or brake over time, gameplay becomes more fluent and challenging.

Also, maybe circles as holes (instead of squares) might look more random. In what data structures do you represent the walls?
Zloxx II: action platformer
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MacMercury

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Re: My SFML 1.6 project - Trigonium
« Reply #3 on: January 27, 2013, 03:01:07 pm »
I think it would be way more funny if there were some kind of slowly decreasing inertia when you move. So that the ship can collide with a wall if you misjudge the acceleration you give.
Great idea, I'm adding it ;)

maybe circles as holes (instead of squares) might look more random. In what data structures do you represent the walls?
Sf::Image :D - yes, I'm a noob. It uses SetPixel() with sf::Color(0, 0, 0, 0).
Actually, square is a placeholder. I'm going to add completely random shapes.
« Last Edit: January 27, 2013, 03:03:12 pm by MacMercury »

MacMercury

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Re: My SFML 1.6 project - Trigonium
« Reply #4 on: February 10, 2013, 09:00:13 pm »
Well, it is now playable :D But...

I couldn't run it on Windoze. :(

Build: ok.
Run: "Sigtrap" signal in ntdll. Instantly.

And I have limited access to the Windoze machine, so it may take a few days till I fix this.

At least I know it's in some constructor.

eXpl0it3r

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Re: My SFML 1.6 project - Trigonium
« Reply #5 on: February 10, 2013, 09:43:33 pm »
Build: ok.
Run: "Sigtrap" signal in ntdll. Instantly.
On Windows with SFML 1.6 you should link SFML statically, otherwise people with an ATI graphics card will have a hard time running it, because of the ATI bug.
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MacMercury

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Re: My SFML 1.6 project - Trigonium
« Reply #6 on: February 26, 2013, 07:22:53 pm »
Forgive me, eXpl0it3r, before I read your post I had compiled it. Dynamically.

...After a few weeks of fighting with VM. With breaks.

Download link on the devblog.