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Author Topic: operation bloodshed - (WIP)  (Read 12151 times)

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SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #15 on: November 09, 2013, 06:34:35 pm »
Needed a GUI system for the editor, so I created one...


eXpl0it3r

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Re: operation bloodshed - (WIP)
« Reply #16 on: November 09, 2013, 08:36:27 pm »
Looks very nice! Need to check out the code. ;)
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SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #17 on: November 15, 2013, 06:09:44 pm »
Just thought I'd give a little update: I've been working on the editor interface.



Never thought programming a GUI from scratch would be so hard: focusing the correct widgets in nested lists, textbox focusing and text entering, and culling off-form widgets all gave me headaches... but it seems to work now.

Video coming soon!



Looks very nice! Need to check out the code. ;)

Thanks!
Code is here (still heavy WIP): https://github.com/SuperV1234/SSVBloodshed/tree/master/include/SSVBloodshed/GUI

Raincode

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Re: operation bloodshed - (WIP)
« Reply #18 on: November 16, 2013, 04:10:36 pm »
For how long have you been programming? I think this stuff is just incredibly awesome, for being made only by one person

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #19 on: November 16, 2013, 06:26:39 pm »
For how long have you been programming? I think this stuff is just incredibly awesome, for being made only by one person

Thanks!  ;D

I've been programming since I was 11 or 12 (I'm 19) -  I started with VB inside Microsoft Excel, then moved to VB.NET, then to C#. After that, I discovered GNU/Linux and C++ and never looked back :)

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #20 on: November 23, 2013, 12:37:17 pm »
new video - GUI, force fields, bullet boosters

http://www.youtube.com/watch?v=JG960pauKVs

In the video:
* GUI system: A graphical user interface for the editor, written from scratch with no prior knowledge of GUI code design.
* Force fields: they prevent player and/or the enemies movement in the opposite direction. Can be turned on/off.
* Bullet force fields: they prevent player and/or enemies bullet from passing through a specific side. Can be turned on/off.
* Bullet boosters/direction changers: they alter the bullets's velocity - useful for trap creation and multi-directional turrets.
* Acceleration-based player movement
* Other minor changes...

I've also created a Facebook page for the game (WIP), which I will use for future video updates:
http://www.facebook.com/operationbloodshed

And I've also had the idea of creating tutorial screencasts about modern C++11 game development for beginners. What do you think? Is someone interested?

JuDelCo

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Re: operation bloodshed - (WIP)
« Reply #21 on: November 24, 2013, 12:28:07 am »
Like i said in Youtube, I'm interested on these tutorials (but with a bit of level, i already know how to use c++11 more or less, my interest is more like "good patterns" on game programming applied in this language)

Nexus

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Re: operation bloodshed - (WIP)
« Reply #22 on: November 24, 2013, 10:31:50 am »
And I've also had the idea of creating tutorial screencasts about modern C++11 game development for beginners. What do you think? Is someone interested?
In general, it takes a lot of time if you prepare code for educational purposes, don't underestimate that. I don't know if it's a good idea to just show the code of your game, because it might be very specific and advanced (not a typical game) and thus hard to understand. If you lay it out in a strictly incremental manner, where you add feature by feature, you will have to redo a lot, because that's most probably not how you develop otherwise. It depends of course also on how detailed you want to make it -- a complete game is definitely a lot of work, but maybe it would even be more interesting to pick out a few special techniques, e.g. the way how lambda expressions can be used to make code simpler and more powerful? This approach would also have the advantage that people don't get bored by the lengthy parts of game development (boilerplate coding without interesting functionality). And you could keep the videos rather short and directly focus on the interesting parts...

If you do it, then please make sure you really use modern C++. Not such a mix of global variables, arrays, manual memory management and macros like CodingMadeEasy... Then it would be a good contrast to these videos based on ancient code style ;)
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Raincode

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Re: operation bloodshed - (WIP)
« Reply #23 on: November 24, 2013, 03:43:35 pm »
Hey,

personally, I'd say that explanations of overall techniques or concepts is more useful and not quite as time consuming as doing tutorials with specific game code.

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #24 on: November 24, 2013, 04:32:24 pm »
Thank you both for the interesting comments. I have adapted and refined a 160~ lines of code C++11 + SFML arkanoid clone I have talked about at my local Linux Day and created a 30 minutes long screencast, where I analyze the code (segmented in 7 executable parts), showing the thought process behind the creation of a simple C++11 game with SFML.

After it's done uploading I will post it here on the forums.

I also really like the ideas suggested by Nexus - I could do short videos in the future about particular techniques such as Entity management or serialization, etc...

Anyway, I'm sure the feedback on my first tutorial will also be very helpful for the future ones.

Grimshaw

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Re: operation bloodshed - (WIP)
« Reply #25 on: November 24, 2013, 04:55:06 pm »
Good job on the project so far Vittorio!! I think you are a really talented programmer. This game has a really unique style, when its finished, I wonder how big will its success be ^^

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #26 on: November 24, 2013, 06:38:13 pm »
Good job on the project so far Vittorio!! I think you are a really talented programmer. This game has a really unique style, when its finished, I wonder how big will its success be ^^

Thanks for the kind words! :)

Also, the tutorial was finally uploaded on YouTube.
I've created a thread in General Discussion:
http://en.sfml-dev.org/forums/index.php?topic=13677

Hope you will find it useful!

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #27 on: December 08, 2013, 05:21:57 pm »


Spent most of my day working on automatic console formatting.
Basically, you can define template specializations that get automatically called when sending a certain object type to the log stream:

template<> struct Stringifier<ssvs::MBtn>
{
    using T = ssvs::MBtn;
    template<bool TLogify> inline static void impl(const T& mValue, std::ostream& mStream)
    {
        // TLogify determines whether to apply formatting or not,
        // since the same "Stringifier" object is used for simple toStr(...) conversions
        if(TLogify) mStream << Console::setColorFG(Console::Color::Green);
        mStream << "(" + ssvs::getBtnName(mValue) + ")";
    }
};
 

Also, I've adapted my naive GUI system to work with any font, as shown in the screenshot.

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #28 on: January 02, 2014, 04:49:18 pm »
new devlog - (text editing, GUI styling, new particles)

http://www.youtube.com/watch?v=zO86YBYIgqY

Quote
http://vittorioromeo.info
Devlog: http://forums.tigsource.com/index.php?topic=36131.0
GitHub: https://github.com/SuperV1234/SSVBloodshed

In this video I'll show new minor features and changes for operation bloodshed.

Apart for fixing crashes and bugs (and optimizing the game even more), text editing is now fast and easy (comparable to your favorite text editor).

GUI elements can now be styled and they adapt to the font being used.

Particles are now loaded from easily editable .json data files, so that players can customize particles.

Example of particle file:
https://github.com/SuperV1234/SSVBloodshed/blob/master/_RELEASE/Data/Particles/bloodRed.json

A new particle parameter, "fuzziness", has been added, which basically randomly moves around vertices. It works very well for explosions, smoke, and sparks.

I haven't added any new element since I've been experimenting with other projects.
I've created an assembly language and virtual machine that I will probably show in a future video, and also fixed many Open Hexagon 2.0 bugs.

Thank you for watching!

SuperV1234

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Re: operation bloodshed - (WIP)
« Reply #29 on: January 30, 2014, 05:50:25 pm »
Recursive functions?



Recursive weapons.