Welcome, Guest. Please login or register. Did you miss your activation email?

Author Topic: Shifting Temple [LD#35 Jam]  (Read 4742 times)

0 Members and 1 Guest are viewing this topic.

Tex Killer

  • Full Member
  • ***
  • Posts: 242
    • View Profile
Shifting Temple [LD#35 Jam]
« on: May 10, 2016, 11:18:39 pm »
Hey guys!

One year and a half after Morpheus, we've participated on another Ludum Dare Jam! This time, we were able to do everything that was planned! (with some bugs that had to be fixed after the Jam, but the game itself was done in time!)

If anyone wants to try it out, the entry page is this: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=7901
And the download link is this: http://texkiller.tk/ST/ShiftingTemple.zip

The engine is the same used on Morpheus, but with a bunch of bugfixes. It uses a modified 2013 snapshot version of SFML and a modified version of Bullet Physics.

Thank you very much for any feedback!  :D
« Last Edit: May 11, 2016, 02:15:11 am by Tex Killer »

Tex Killer

  • Full Member
  • ***
  • Posts: 242
    • View Profile
Re: Shifting Temple [LD#35 Jam]
« Reply #1 on: May 13, 2016, 11:09:04 pm »
So... anybody tried it out?

Some of the Ludum Dare participants reported that for them the game had no window and they could only hear the sounds, but it doesn't happen on my PC. I think this might be a bug on the 2013 version of SFML I am using.
Does it happen to you guys? Anybody knows of any bugs like that that got fixed on the last 3 years?

Thank you!  :)

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 11030
    • View Profile
    • development blog
    • Email
Re: Shifting Temple [LD#35 Jam]
« Reply #2 on: May 13, 2016, 11:50:46 pm »
Totally forgot to check it out when I first saw the post. ;)

Very nice what you were able to create in that short amount of time. I quite like the animation of the person!
The jumping height is hilariously off. ;D

The fact that you don't instantly die, but still inevitably is quite interesting.

Some of the Ludum Dare participants reported that for them the game had no window and they could only hear the sounds, but it doesn't happen on my PC. I think this might be a bug on the 2013 version of SFML I am using.
Does it happen to you guys? Anybody knows of any bugs like that that got fixed on the last 3 years?
If you create a window that is bigger than the monitor's resolution, the window won't show up.
You're creating quite a large window and I got lucky that it just fit on my screen. With such a big window a fullscreen version might have worked better.

How hard/easy was it to integrate Bullet physics?
Official FAQ: https://www.sfml-dev.org/faq.php
Official Discord Server: https://discord.gg/nr4X7Fh
——————————————————————
Dev Blog: https://duerrenberger.dev/blog/

Tex Killer

  • Full Member
  • ***
  • Posts: 242
    • View Profile
Re: Shifting Temple [LD#35 Jam]
« Reply #3 on: May 14, 2016, 12:53:33 am »
Totally forgot to check it out when I first saw the post. ;)

Very nice what you were able to create in that short amount of time. I quite like the animation of the person!
It is almost the same as it was on Morpheus, but thanks!  :D

The jumping height is hilariously off. ;D
I know, it was supposed to be smaller but then the player wouldn't be able to jump over the obstacles...  :P

The fact that you don't instantly die, but still inevitably is quite interesting.
Thanks, that was the goal... haha

Some of the Ludum Dare participants reported that for them the game had no window and they could only hear the sounds, but it doesn't happen on my PC. I think this might be a bug on the 2013 version of SFML I am using.
Does it happen to you guys? Anybody knows of any bugs like that that got fixed on the last 3 years?
If you create a window that is bigger than the monitor's resolution, the window won't show up.
You're creating quite a large window and I got lucky that it just fit on my screen. With such a big window a fullscreen version might have worked better.
I am actually creating the window with the same resolution as the screen. So that could make the window not show up on some computers? I'll test it out.

How hard/easy was it to integrate Bullet physics?
I did that integration some 2/3 years ago, so I might not remember everything I did, but I believe it was not much harder than the previous version that used Box2D. Bullet behaves much better than Box2D, tough (no flickering and stuff like that), and also allows me to do more than with Box2D. That is what I can remember, at least.
I just can't remember why I had to modify the Bullet sources...  :o
« Last Edit: May 14, 2016, 12:56:58 am by Tex Killer »

 

anything