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Author Topic: Screenshot Thread  (Read 330150 times)

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Recoil

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Re: Screenshot Thread
« Reply #150 on: June 10, 2016, 03:43:40 am »
That looks great!  ;D

Tank

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Re: Screenshot Thread
« Reply #151 on: June 10, 2016, 08:10:03 am »
@achpile: Awesome progress for 5 days. :)

achpile

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Re: Screenshot Thread
« Reply #152 on: June 10, 2016, 09:19:23 am »
@achpile: Awesome progress for 5 days. :)

Thanks, @Tank! Well, I just took a lot of code from my past projects  ;D

Hapax

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Re: Screenshot Thread
« Reply #153 on: June 10, 2016, 07:55:05 pm »
@achpile, that's pretty good and has a relatively accurate retro feel! It's cute; I love it!
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fallahn

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Re: Screenshot Thread
« Reply #154 on: June 21, 2016, 10:55:14 pm »
I've been sitting on this for a while as my artist has gone AWOL



The game itself is pretty complete though - source is here.

Hapax

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Re: Screenshot Thread
« Reply #155 on: June 22, 2016, 12:44:32 am »
@fallahn looks like a fun concept. I'd suggest subtracting points for getting colonists killed though (by the ship exploding with them on board) unless they would be considered dead anyway if you don't extract them within the time limit.
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GameBear

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Re: Screenshot Thread
« Reply #156 on: July 08, 2016, 11:27:03 am »
Hey nice thread... I think ill post a bit here..

So, im new to sfml (and simi new to c++)  got a book on it and started working. but as all eger people, i also experiment.

this is so simple that i do not think it deserves its own thread... yet.... but here it is.

1D war - inspired by "Making games with Ben" on youtube.








I plan to make this a fully functional game as a learning experience on my road to my goal/s :)
string message = "some random dude";
cout << "I'm just " << message;

Ironbell

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Re: Screenshot Thread
« Reply #157 on: July 11, 2016, 01:58:37 am »
I'm working on a new level for Cendric and thought I could share it here  ;D
Who can spot the important books in the library? (view original size)  :P


eXpl0it3r

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Re: Screenshot Thread
« Reply #158 on: July 11, 2016, 09:40:15 am »
Hehe :)

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Mortal

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Re: Screenshot Thread
« Reply #159 on: July 20, 2016, 03:15:51 am »
i've converted my little tool to test it with isometric grid. but unfortunately, it seems very slow with large grid-size.

anyway, here the demo:

PyroNyzen

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Re: Screenshot Thread
« Reply #160 on: July 25, 2016, 05:56:19 pm »
working on saving -> loading; not quite there yet.

Can you give more info? Do you have a dedicated thread ? I always wanted to do a clone of that game (mainly because the limited space to do things in the original) and i'm very interested in follow any tech-thing about that project. A devblog maybe ?
Nice to see someone else is interested in the project  :D
There is not much to say; most of the work has already been done by Zach.
As you can see the grid size can be changed:
I tried to increase it to 200 by 300; it worked, but you can't screenshoot something larger than your screen  : (
As previously mentioned, I'm open to suggestions ;)


I stumbled upon this screenshot, and I've been looking to extend my designs to a larger simulation field (i managed to fit an extra bit into the 8BITSRAM level in KOHCTPYKTOP) Would you still have a copy of this program and/or it's source code?

JuDelCo

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Re: Screenshot Thread
« Reply #161 on: July 25, 2016, 06:14:26 pm »
And i'm still interested, yes  :P

GameBear

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Re: Screenshot Thread
« Reply #162 on: July 26, 2016, 12:57:04 am »
@Mortal, that looks awesome from my point of view, but really sad it slows down, do you know where the power drain is hiding?


and a little screenshot from my own game project- taken a good deal of work to get here...
string message = "some random dude";
cout << "I'm just " << message;

Leinnan

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Re: Screenshot Thread
« Reply #163 on: August 12, 2016, 12:34:18 am »
Things going slower than expected, but still going forward with Blobby Volley clone:
https://vid.me/865Z


Edit@ Repo: https://github.com/Leinnan/VolleySFML/
« Last Edit: August 12, 2016, 12:57:44 am by Leinnan »

Raincode

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Re: Screenshot Thread
« Reply #164 on: September 25, 2016, 10:22:34 pm »
Hi,

I worked very hard to achieve this death "animation" effect, and in the end it was implemented rather poorly and looks o.k.  But I want to share it just for fun :) Main Problem is I look ahead by a certain time and then check for collisions, which means projectiles which just strike the edge of the tower will trigger the effects for a very short time.


P.S.: If you look closely you might recognize that missile trail :p
« Last Edit: September 25, 2016, 10:28:44 pm by Raincode »

 

anything