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Author Topic: Threat Level 2.0  (Read 3867 times)

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fallahn

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Threat Level 2.0
« on: March 08, 2013, 07:20:57 pm »
This is a remake of one of my first projects using SFML 2.0. Nothing ground breaking, and probably full of bugs but I'm bored of working on it now so I thought I'd share. Uses Thor for particle effects and TGUI for the UI, so credit to the authors of those libraries.

Video:


Download Windows installer.
« Last Edit: March 08, 2013, 07:26:44 pm by fallahn »

Haikarainen

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Re: Threat Level 2.0
« Reply #1 on: March 08, 2013, 09:28:51 pm »
What did you use for those godrays?

fallahn

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Re: Threat Level 2.0
« Reply #2 on: March 08, 2013, 09:35:49 pm »
It's a shader based on this article:
http://fabiensanglard.net/lightScattering/index.php

Nexus

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Re: Threat Level 2.0
« Reply #3 on: March 08, 2013, 10:13:48 pm »
Nice, but quite hectic... The background is well done, especially the light effect!

It's also cool to see Thor's particle system in action :)
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
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eXpl0it3r

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Re: Threat Level 2.0
« Reply #4 on: March 08, 2013, 11:19:06 pm »
Looks really awesome! Nice job! :)

Unfortunately the shader doesn't seem to play well with my AMD 7570M graphics card:


I really like the menu. Are the stars also a Thor particles?

Two requests though. Would it be possible to just provide an archive instead of a full installer? And could you make it, that pressing ESC in-game will bring you back to the menu, rather than closing the game?

Now back to the game, need to finish this boss... ;D
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fallahn

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Re: Threat Level 2.0
« Reply #5 on: March 09, 2013, 09:03:34 am »
Thanks for the replies!

Wow, that is an annoying bug :) I'm guessing the 7570M is the mobile / laptop version of the chipset? I've tested the game on a range of AMD and nVidia desktop cards, but the only laptop version I've tried is my 3560M which won't render the game faster than about 5fps unless I turn the shader off altogether - so I'm guessing it's something to do with mobile chipsets. As far as I can tell what I'm seeing here is that the shader which extracts and blurs the light is rendering to the texture buffer ok, but when rendering the buffer back over the top of the scene either the shader which blends the two images is not working, or the original scene is not being rendered at all. I'm not sure how to debug this without hardware which replicates the problem.

The starfield on the main menu is actually based on this article so, no, it's not created with Thor.

I've updated my original post with a link to a normal zip archive as well as an installer. As for the escape key - if I'm honest I often have my projects set like that so when I do a sneaky bit of coding at work I can quickly close the window if necessary ;) You can still get back to the main menu by pausing the game with P (or Start on the controller) and selecting Quit.

 

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