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

Author Topic: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)  (Read 7523 times)

0 Members and 1 Guest are viewing this topic.

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Hello SFML community! Welcome to the thread showcasing my little study experiment...


Older versions:
-v1.2.1 beta
-v1.1.0 beta

The idea is basically a bomberman-esque game with more than bombs in your arsenal. Currently there are only 4 weapons into the game, but I plan to add more weapons to the game with varying but balanced strength and weaknesses, hoping that it'd make every game experience a unique one and that it'll add some additional depth to the already great idea of bomberman.


Future plans would be adding more weapons, sounds, and easier access to the game via tutorial pages. A possible extension in the long term, however, is a single-player mode since a multiplayer game that's limited to a single machine can be quite unenticing to play. Or perhaps networking, but that's pretty much still too advanced  for my skill level.

Most of the resources are either self-made or under creative commons license... I think. Developed  by myself using Microsoft Visual C++ express 2010 with rapidxml and SFML 2.0. 

Hope you guys enjoy it!
« Last Edit: September 10, 2013, 12:31:54 pm by Vot1_Bear »

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 9191
    • View Profile
    • development blog
    • Email
You're talking like this is just another hacked together game, but hey this is really great! Very nice graphics and the scroll in/out effects are genius (how did you do that?)! :o

Given that I once tried to make a bomberman clone, which never really got finished, I'm just amazed by this - good job! :)

Btw you've link the image as "download" instead of the Dropbox download link.
The ending animation where it fades out, seems to hang a bit. Maybe you can optimize stuff there or it's just a general feeling while not actually being a performance issue. ;)

Also how do you switch weapons?
« Last Edit: July 16, 2013, 12:44:38 pm by eXpl0it3r »
Official FAQ: https://www.sfml-dev.org/faq.php
Nightly Builds: https://www.nightlybuilds.ch/
——————————————————————
Dev Blog: https://dev.my-gate.net/
Thor: http://www.bromeon.ch/libraries/thor/

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
You're talking like this is just another hacked together game, but hey this is really great! Very nice graphics and the scroll in/out effects are genius (how did you do that?)! :o

Given that I once tried to make a bomberman clone, which never really got finished, I'm just amazed by this - good job! :)

Btw you've link the image as "download" instead of the Dropbox download link.
The ending animation where it fades out, seems to hang a bit. Maybe you can optimize stuff there or it's just a general feeling while not actually being a performance issue. ;)

Also how do you switch weapons?
That was quite a silly mistake :P thanks for notifying that! (good thing I also linked to the blog eh? :D)

The scroll in-and out effect was created on accident actually :P
It's done by dividing the screen into several horizontal strips and filling them gradually with sf::RectangleShapes (the rectangles got increasing height over time), but the lower strips gain thickness slower than the top ones

kinda looks like this:
loop for 0 to X ticks {
  loop for the 0th to Yth strip (top to bot){
     Rectangle's thickness=(X times some coefficient) - (Y times some coefficient)
     (Rectangle thickness is limited between 0 and the strip's max thickness)
  }
}

Reversing the process results in the scroll-out animation.

About the lag upon a player's death effect, it's fully intentional. Feels like it provides some kind of dramatic effect to the death :P

You change weapons with Q (player 1) and Right Ctrl (Player 2). An issue however is when the window isn't focused. Movements and weapon usage are based on sf::Keyboard while weapon changes are based on sf::event::keyreleased, so when the windows aren't focused you can still move but can't change weapons. I'm planning to implement an auto-pause system if the window went out of focus to fix this.

Glad you liked it! :D
« Last Edit: July 16, 2013, 01:03:45 pm by Vot1_Bear »

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 9191
    • View Profile
    • development blog
    • Email
You change weapons with Q (player 1) and Right Ctrl (Player 2).
Doesn't work, regardless whether the window is focused or not... :-\
Official FAQ: https://www.sfml-dev.org/faq.php
Nightly Builds: https://www.nightlybuilds.ch/
——————————————————————
Dev Blog: https://dev.my-gate.net/
Thor: http://www.bromeon.ch/libraries/thor/

texus

  • Sr. Member
  • ****
  • Posts: 473
    • View Profile
    • TGUI
    • Email
Changing weapons works for me. But right ctrl seems to move two weapons forward instead of one (its like one frame it selected the next weapon and the next frame it selected the weapon after that). Not sure if this is the game or due to wine.

It would be nice if you would allow changing the key mapping in future versions, then I would be able to play it on my azerty keyboard without having to change my system settings.

The game looks really nice, keep up the good work!
TGUI: C++ SFML GUI
TGUI.Net: C# binding for TGUI

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
You change weapons with Q (player 1) and Right Ctrl (Player 2).
Doesn't work, regardless whether the window is focused or not... :-\
Well that's weird.
Can you try pressing the tilde/~/` key? It's the only other function that's based on sf::event::keyreleased.
It saves a screenshot to the folder Images/Screenshot with the name screen.png, so if that doesn't work it means there's some issue with KeyReleased.

I could change it to sf::event::Keypressed with a delay timer so that it won't cycle through weapons too fast, but I'd really prefer if it's based on keyreleased since it's far more intuitive and convenient. I tried using KeyPressed before, but the delay limits the speed at which you can cycle weapons, and you can still accidentally cycle twice just because the button is held too long.

Thanks!

Changing weapons works for me. But right ctrl seems to move two weapons forward instead of one (its like one frame it selected the next weapon and the next frame it selected the weapon after that). Not sure if this is the game or due to wine.

It would be nice if you would allow changing the key mapping in future versions, then I would be able to play it on my azerty keyboard without having to change my system settings.

The game looks really nice, keep up the good work!
Weird again. It was based on keyreleased so it shouldn't move twice even though you held the button.
Thanks for the idea though. I did have some friends with the same complaint :P I'll get to it as soon as the main menu's done (which should also contain the options and help menu so I no longer have to use the terminal for displaying controls)

Glad you enjoyed it!

eXpl0it3r

  • SFML Team
  • Hero Member
  • *****
  • Posts: 9191
    • View Profile
    • development blog
    • Email
Well that's weird.
Can you try pressing the tilde/~/` key? It's the only other function that's based on sf::event::keyreleased.
It saves a screenshot to the folder Images/Screenshot with the name screen.png, so if that doesn't work it means there's some issue with KeyReleased.
Seems like it was my mistake... :-[
It seems I should've followed your instruction more precisely. Since you're first prompted in the console and only then the window opens, the focus was still on the console window and not on the game window, thus the event was never sent. For me it was so logical, that it would automatically switch the focus, that I didn't even check. ::)

Now it works fully!
I really hope you're gonna push the game further! :)
Official FAQ: https://www.sfml-dev.org/faq.php
Nightly Builds: https://www.nightlybuilds.ch/
——————————————————————
Dev Blog: https://dev.my-gate.net/
Thor: http://www.bromeon.ch/libraries/thor/

awsumpwner27

  • Newbie
  • *
  • Posts: 27
    • View Profile
Looks good to me! Keep up the good work.

I kind of like the use of the console. Two key presses and you're in the game; that's good. Right now it seems that you have to restart the application in order to play again, but this is still very impressive from my view. Good job, man.

I feel as though I've been inspired to do better.  ;D

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #8 on: August 25, 2013, 06:08:34 pm »
It's updated (well, it has been updated a few times before, but this is probably the most major one lately)! Now it has the main menu screen and the ever-so-important weapon select screen which finally allows me to implement more than 3 weapons. I forgot which version was the last one I posted here, so perhaps the new pause screen is a surprise for some of you as well.

Took me long enough due to university freshmen orientations and stuff so progress' been slow lately, but hope it doesn't disappoint :)


(not pictured: awesome animations)


http://vot1bear.blogspot.sg/2013/08/v121-beta-select-screens-and-stuff.html

Looks good to me! Keep up the good work.

I kind of like the use of the console. Two key presses and you're in the game; that's good. Right now it seems that you have to restart the application in order to play again, but this is still very impressive from my view. Good job, man.

I feel as though I've been inspired to do better.  ;D


Thanks, but sorry :P this update kinda terminates the use and simplicity of terminal and its two-press-game system (in fact it'll probably take like 20 keys to enter the game now... sorry again :( ) but it's kinda vital for further development, so there's no helping it I guess

Anyway, thanks for all the support so far! And as always, feedback would be very appreciated! :D
« Last Edit: August 26, 2013, 04:13:12 am by Vot1_Bear »

AlexxanderX

  • Full Member
  • ***
  • Posts: 128
    • View Profile
    • AlexanderX
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #9 on: August 26, 2013, 12:34:44 pm »
Nice graphics, I need to try your game.
Maybe you need to update the first post.
Here you can find my blog and tutorials about SFML - http://alexanderx.net/ (died...) - http://web.archive.org/web/20160110002847/http://alexanderx.net/

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #10 on: August 26, 2013, 01:25:25 pm »
Nice graphics, I need to try your game.
Maybe you need to update the first post.

Good point. The link's been updated already, but I guess a screenshot of the title screen should be on the opening post as well.

By the way, thanks! :)

AlexxanderX

  • Full Member
  • ***
  • Posts: 128
    • View Profile
    • AlexanderX
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #11 on: August 28, 2013, 05:19:17 pm »
I want to say that I really like the menu :D
Nice graphics used from RPG Maker :D. I thik that the third weapon( the rocket) is too powerfull and maybe you need to invest some time to create and a multiplayer-lan game :D

Some hope that you will port it on Linux? :D
Here you can find my blog and tutorials about SFML - http://alexanderx.net/ (died...) - http://web.archive.org/web/20160110002847/http://alexanderx.net/

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #12 on: August 29, 2013, 07:08:51 am »
I want to say that I really like the menu :D
Nice graphics used from RPG Maker :D. I thik that the third weapon( the rocket) is too powerfull   
Why thanks! :D

Actually I feel that the rocket is the weakest one of the three, due to how hard it is to hit (Which is why I made sure that when it does, it brings a lot of pain :) )

maybe you need to invest some time to create and a multiplayer-lan game :D

Some hope that you will port it on Linux? :D
I do hope that one day it will be playable from multiple machines :) but currently it's still very far from my skill level, haha. I'll do my best until then!

On that note, to any of the testers: It seems that the game is currently suffering from memory leaks, causing random freezes post-game for some reason. It would be very appreciated if anyone can tell if the game's working fine, or tell me when and where it freezes. I'll try to fix it asap, thanks!

Vot1_Bear

  • Newbie
  • *
  • Posts: 31
  • Noob in-training
    • View Profile
    • Game development blog
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #13 on: September 10, 2013, 12:33:47 pm »
Bump.

Updated as of 10-9-13, added medikit.

Currently facing performance issues however (Random heap corruptions for some reason. Doesn't happen in my machine, but some testers reported it and I don't find any consistency with their OSes/specs. If you have any idea what the problem might be, please help)

The Illusionist Mirage

  • Full Member
  • ***
  • Posts: 115
  • My Life = Linux, C++ & Computers
    • View Profile
    • fleptic
    • Email
Re: Project Blastorium: a bomberman-esque game (Visual C++ Express & SFML)
« Reply #14 on: September 10, 2013, 01:23:26 pm »
Hello

Your game is very nice. Loved it. :)