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Author Topic: Exodus : SFML based windows Metroidvania game  (Read 18788 times)

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coco

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Exodus : SFML based windows Metroidvania game
« on: February 04, 2013, 04:38:20 pm »
Hi everyone !

I wanted to introduce our project "Exodus" to SFML users a long time ago... It seems that i forgot to do it =)

It've been more than 1 year and a half that we started to work on it. Now we are really close to the end of the development, and i think it's time to share the results of our work on this forum.

The game is a platformer, more specifically a "Metroidvania".

I drop a picture, but you should have a look to Exodus' greenlight page.

Trailer :  EN | FR

Demo & Pre-Order : http://galhmac-game-studio.com/exodus-pre-order/


Questions & feedbacks are welcome =)





 
« Last Edit: May 01, 2013, 12:40:20 pm by coco »

eXpl0it3r

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Re: Exodus : SFML based windows Metroidvania game
« Reply #1 on: February 04, 2013, 05:37:24 pm »
Wow this looks really awesome! Great job! :)

Since you like some feedback: The only thing that seems a bit off, are the dots to collect/when being attacked. I'm not exactly sure how to articulate it, but they seem rather flat and cheap if you compare it to the other art style. Maybe it's because you use bright colors on the art but soft ones on the spots. Maybe you could also try some variations of effects rather than a circular gradient.
Or are those just some placeholders?

That's just my opinion but I though I'll let you know. Other than that it looks really great! ;)
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Sui

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Re: Exodus : SFML based windows Metroidvania game
« Reply #2 on: February 04, 2013, 05:50:19 pm »
Nice. Upvoted!

Puts me in mind of Shadow of the Beast, the classic Amiga game.
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Lo-X

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Re: Exodus : SFML based windows Metroidvania game
« Reply #3 on: February 04, 2013, 06:42:33 pm »
omfg !

The graphics looks amazing. It reminds me a bit Rayman Origins (but Ubisoft still wins :p)
Who is your graphist ?

Same question as Exploiter, I'm interested in the libs you used :
- Where does SFML acts ?
- What lib did you used for collision/platforming/etc (Box2D, ..., your own ?)

The gameplay look like any platformer+shootng game but the boss fights seems interesting and various.
The camera follow the main character too fast IMO, perhaps a smooth movement will avoid headaches =)

I definitely +1 the project on Greenlight and I definitely will buy it, especially if it uses SFML :D

Edit: Ah ben en plus vous êtes français, ça double mon +1 sur greenlight ça :p
« Last Edit: February 04, 2013, 06:55:00 pm by Lo-X »

coco

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Re: Exodus : SFML based windows Metroidvania game
« Reply #4 on: February 04, 2013, 08:14:07 pm »
Thanks guys =)

eXpl0it3r => These dots ( energy ) are not supposed to be placeholders ^^. But thanks to point it out. We'll have a look at it.

Lo-X => Yeah but... Ubisoft ! =)

You're right about the gameplay. We wanted it to feel like old-school games. But we tried to add some cool feaures, inspired by some games we really love. There is two "diablo-like" skill trees, which allows to learn/improve specific skills using energy ( collected in the environment or by killing monsters ). There is also some sadic features ( thanks to Demon&Dark Souls =D )

You're probably right about the camera. I should add it to my Todos ( And note them )... *** sigh ***

We got 2 main graphists with their own specialities : a 2D/3D artist and a 3D animator. Some other graphists worked on specific points or parts in the game. Just to let you know, there is 550+ maps, each one with a background and foreground HD artwork ^^

-----

We use SFML for mostly everything except network features and threads.

We have three custom libs :
-One for programming tools ( Threads/Mutexes, Script engine, etc... )
-One for basic 2d Physics ( By me, but now that i've tested Box2d, i sometimes wonder why... )
-One for a 2d game engine, which includes sfml, the two libs above, and many useful features ( for exemple map/layers system, animations, gui, lights ( thanks holyspirit project ), etc... )

And Exodus uses the 2d game engine.

All in C++ =)

-----

Et oui, on est des français! C'est pour ça qu'on est si bons en anglais ^^ ! un gars nous a même pris pour des russes... fail ><



Lo-X

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Re: Exodus : SFML based windows Metroidvania game
« Reply #5 on: February 04, 2013, 09:02:09 pm »
Thanks for the answers =)

Lo-X

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Re: Exodus : SFML based windows Metroidvania game
« Reply #6 on: February 06, 2013, 12:40:30 pm »
I had a crash just after the first game checkpoint.

The game started to bug : the checkpoint zone map (juste une bande d'environ 300px de large) was completely white except for some plants. So I went to the right of that checkpoint where all gaphics were there but my character texture was missing. So I jumped into the next zone (bottom-right) and the game crashed.

The crash report is here, but do not seems useful :

Quote
CREAT DUMP FILE GENERATE BY CREAT CRASH REPORTER
________________________________________________
CREAT Logging information :
 Time | File | Line | message
--------------------------------------------------
Wed Feb 06 12:34:28 2013   |   .\src\CreaM\Core\Game.cpp   |   75   |   Game::gameLoop

Tested on:
Windows 7 64b
Intel core i7-2670QM (2.20GHz)
Inte HD Graphics 3000 <-> NVidia GeForce GT 555M

« Last Edit: February 06, 2013, 12:42:14 pm by Lo-X »

coco

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Re: Exodus : SFML based windows Metroidvania game
« Reply #7 on: February 07, 2013, 03:38:34 pm »
I have already saw that white textures. If i remember well, especially with 2 active graphic cards ( intel and nvidia/ati ).

Can you try to disable the intel graphic card and use only the nvidia one for Exodus ? It may correct the bug. The alpha is about 9 month old ( we switched to 2.0 after the alpha ), but it should work well with Nvidia cards.


Lo-X

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Re: Exodus : SFML based windows Metroidvania game
« Reply #8 on: February 07, 2013, 05:38:10 pm »
I have already saw that white textures. If i remember well, especially with 2 active graphic cards ( intel and nvidia/ati ).

Can you try to disable the intel graphic card and use only the nvidia one for Exodus ? It may correct the bug. The alpha is about 9 month old ( we switched to 2.0 after the alpha ), but it should work well with Nvidia cards.

Theorically, the switch is done when I've a full screen game launched, but with windows, I'm not 100% sure. I'll check and keep you informed =)
And yes, that's not the ATI bug for sure :p

natchos

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Re: Exodus : SFML based windows Metroidvania game
« Reply #9 on: February 07, 2013, 06:12:27 pm »
Wow, this looks amazing!

AFS

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Re: Exodus : SFML based windows Metroidvania game
« Reply #10 on: February 07, 2013, 07:37:54 pm »
It looks awesome. Unfortunely it didn't run on my PC, I launch the .exe but nothing happens. I have an Ati video card: is that the bug you guys are talking about?

Or maybe it's the resolution: my monitor supports up to 1366x768, not true HD.

The games looks awesome, though. Good job!

eXpl0it3r

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AW: Exodus : SFML based windows Metroidvania game
« Reply #11 on: February 07, 2013, 09:41:46 pm »
One or the other I guess. If the window resolution is bigger than the screen resolution, the window will appear in the taskbar, but not on screen. With the ATI bug you mostly only get a process.
Which Windows do you use?
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AFS

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Re: Exodus : SFML based windows Metroidvania game
« Reply #12 on: February 07, 2013, 11:14:20 pm »
I'm using Win 7 x64, and yup, I'm only getting the process.

coco

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Re: Exodus : SFML based windows Metroidvania game
« Reply #13 on: February 08, 2013, 12:57:53 pm »
@Lo-X => Yeah pleaze try it and send me back the results ( if it doesn't change anything, that's bad news for me. You may be asked to try the Beta version to check if this bug is still there. )

@AFS => If the window doesn't appears at all, it's ATI bug. Try the "fixed" dll (may crash or bug after some time, but the game will launch ).

The ati bug is now corrected ( Switched to SFML 2.0 after releasing the alpha ).

ps : You can check the resolution used by the program in the file cream.cfg ( xml ) in the bin/Release folder, and optionnaly change it.

mateandmetal

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Re: Exodus : SFML based windows Metroidvania game
« Reply #14 on: February 08, 2013, 04:39:48 pm »
Upvoted!  ;D
Your game looks beautifull, congratz!

How do you handle the boss animations? Several big texture files?
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