Hi, I just tested Witch Blast on my netbook: Runs very smooth ... Good work
Unfortunately, you are creating two texture which are too large for my graphics card. So before entering the title menu there's a white box (which should use one of the texture). The other texture seems to be the player's sprite: He's also white.
Here's the console log:
Failed to create texture, its internal size is too high (2496x960, maximum is 2048x2048)
Failed to create texture, its internal size is too high (310x4709, maximum is 2048x2048)
Maybe you find a way to fix that for low-end machines as mine
I didn't view the player sprite with gimp, but if you have many "spaces" between the sprites, maybe my image atlas generator might be useful to create "tight" framesets. See
https://github.com/cgloeckner/SfmlExt for further information or feel free to message me
Kind regards
/EDIT:
About localization: Maybe you can use
std::locale to determine the system's language and predefine the used language ingame (or fallback to english). No big deal but great for usability anyway XD I'm doing so at my game and it works great (but haven't tested in on windows or mac os)
@grok: Not using smartpoints does not imply memory leaks
Or did you have proof for those situations?