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Author Topic: Screenshot Thread  (Read 85396 times)

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Gamachara

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Re: Screenshot Thread
« Reply #15 on: January 23, 2015, 07:55:44 am »




Here's what I've got experimenting on making a primitive Megaman-like platformer. MAJOR thanks to fallahn for the tmx loader. It made things much easier.

The second shows a zoom for a little (stupidly simple) 2.5d perspective that I want to explore a little more in combination with lighting.

I'm scrapping this and starting over (for the third time now) but that's generally how I learn. I'm a total novice at C++ and SFML but when I feel a little more confident in my code I'll throw up a github page.

Hapax

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Re: Screenshot Thread
« Reply #16 on: January 23, 2015, 02:27:11 pm »
Gamachara, I like it; looks like it has potential :)
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fallahn

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Re: Screenshot Thread
« Reply #17 on: January 23, 2015, 04:33:47 pm »
I love the 2.5D look - simple but effective :)

eXpl0it3r

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Re: Screenshot Thread
« Reply #18 on: January 24, 2015, 01:41:46 am »
Little something I've been working on with SFML and SFGUI. My personal favorite part is, that it's a single executable including the icon and logo and after packing with UPX is only 1.36 MiB in size. :)

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Hiura

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Re: Screenshot Thread
« Reply #19 on: January 27, 2015, 09:09:24 pm »
Always nice to see all those projects going on. Now, my turn!

It has been quite some time since my last "publication" around here. Today I'm showing the sequel: instead of a simulation of mice and scorpions it's about ants and termites in a toric world.

Here are a few screenshots (click to zoom):



The first one is without debug information. If you look closely you can see the anthills with their ants soldier (in red) and ant workers (in black) that follow the pheromones to bring back food to its anthill, but also the termites that will kill the ants.

The next two images shows more debug information, such as the "HP" (red), anthill id (pink), the amount of food transported (black), the field of "view" (blue) for pheromones (green) and the direction of each animal.

And here is a short gif showing everything in action:



One of the most challenging part of the project was the implementation of the ant AI and how they move. It was the first time I used std::piecewise_linear_distribution and I hope it was the last time!  ::)

Next semester, SFML will again be used for the C++ introductory course in Life Science School at EPFL. But this time we will use SFGUI to be able to customise in live the simulation settings (time speed, animals' speed, and many many more). We will also have some (very basic) population graphs. I hope the students will have as much fun as I did while coding those projects!
SFML / OS X developer

Ztormi

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Re: Screenshot Thread
« Reply #20 on: February 04, 2015, 09:11:45 am »
I've been looking forward to making my own version of legendary Steel Panthers games. It's a series of tactical turn based hex strategy games or even combat simulations, most of them taking place in WW2. The series is pretty much forgotten and there are some parts of the game that haven't aged particularly well in my opinion. Since noone else is doing it, I decided to start working on spiritual successor myself. Obviously this is in very early stage of development, but I'm quite happy with the terrain renderer I've been working on so far. Bump maps and shadows are created with shaders and they require a bit of adjustments. The project is using .NET bindings, no other libraries except Newton-King's JSON parser.




zmertens

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Re: Screenshot Thread
« Reply #21 on: February 08, 2015, 08:03:05 am »
This is my "Escape From Fog" game. I have a dedicated project thread here. I finally got the lighting with attenuation working (before the entire maze was illuminated which didn't look right), and there should be a hint of fog (linear fog formula).

The truth will set you free but first it will piss you off.

JuDelCo

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Re: Screenshot Thread
« Reply #22 on: February 08, 2015, 01:58:17 pm »


This is the most dirty and boring screenshot ever, I know, but for me is a win. I got SFML + OpenGL 3.3 in core profile working and now i'm learning openGL from bottom to make some games....... someday..... i hope .....  ::)

Pridexs

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Re: Screenshot Thread
« Reply #23 on: February 10, 2015, 09:57:14 pm »
This is my second game.
I made this in a few days after buying the SFML Game Development Book (I had no Idea how to code a game in a organized way and that helped a lot) and I wanted to do something different from the book while I read all that. So I'm making this simple platformer, using Box2D and tmxloader (I made a simple Lua parser for Tiled, but I abandoned it when I discovered that)


Tiled edtior:
(click to show/hide)
Credits to Kenney for the amazing sprites

Haikarainen

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Re: Screenshot Thread
« Reply #24 on: February 14, 2015, 01:24:23 pm »
Game called Critters. Just set up a development log here: http://en.sfml-dev.org/forums/index.php?topic=17502.0


AlexAUT

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Re: Screenshot Thread
« Reply #25 on: February 19, 2015, 07:14:48 pm »
Kroniax3D work in progress, currently working on the rendering (specularity/bump mapping, lights are working. Currently working on displacement maps and deffered rendering  :D)

A little teaser of the current state:

http://www.youtube.com/watch?v=HbTqZE9bSjY



AlexAUT

eXpl0it3r

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AW: Screenshot Thread
« Reply #26 on: February 19, 2015, 09:49:50 pm »
Hmmm this looks familiar... :P
It's really great!
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FRex

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Re: Screenshot Thread
« Reply #27 on: February 22, 2015, 05:37:09 am »

*inspired by/clone of GemCraft chapter 0, the best TD I ever played.
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MrMuffins

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Re: Screenshot Thread
« Reply #28 on: February 25, 2015, 05:54:15 pm »

Into the fray with sfml 2


My own gui and editor. Slightly maybe perhaps inspired by sfgui. And openRA

Elias Daler

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Re: Screenshot Thread
« Reply #29 on: March 08, 2015, 07:00:46 pm »
Re:Creation. Zelda-inspired action rpg where you play as undead knight who can turn into a ghost and turn into people he kills.
I'll create a thread about it someday but here are some screenshots for now.

Tomb Painter, Re:creation dev | eliasdaler.github.io | @EliasDaler | Tomb Painter dev log