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Author Topic: Screenshot Thread  (Read 327923 times)

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Hypnéos

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Re: Screenshot Thread
« Reply #45 on: March 27, 2015, 08:02:36 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 ;)

JuDelCo

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Re: Screenshot Thread
« Reply #46 on: March 27, 2015, 08:14:36 pm »
Well, most is done by Zach, but replicate the same behaviour isnt easy, first the multiple states a cell can be (hard to store in a plain array), and then the simulation itself, with its delays between transistors and so.

I'll be pleased if only you add the grid resize, "puzzles/levels" can be saved to a file to be loaded later and some kind of preconfigured input signal :P

And if you finish all those and you want to do more, maybe add more layers or interconnectivity between "levels" to share the outputs as inputs for the next one. But this is an extra xD

I'll be waiting for a thread, blog or whatever you post here. As I said, I'm most interested in the technnical part xD
« Last Edit: March 27, 2015, 08:16:16 pm by JuDelCo »

killerloader

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Ayy lmao
« Reply #47 on: April 09, 2015, 01:06:32 pm »
Some zombie game. *First SFML game*

Jesper Juhl

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Re: Screenshot Thread
« Reply #48 on: April 09, 2015, 07:54:29 pm »
Judging just by that screenshot (which is, arguably), not much to go on, I'd say you have a pretty neat thing going on there. Looking forward to seeing more...

eigenbom

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Re: Screenshot Thread
« Reply #49 on: April 21, 2015, 09:16:55 am »
Just been working away on Moonman as is my life :) Saw this thread from chatting to Hiura on twitter. Plenty more screens etc at the mm forum. Keep up the fun work everyone


Elias Daler

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Re: Screenshot Thread
« Reply #50 on: April 22, 2015, 10:00:37 pm »
Just been working away on Moonman as is my life :) Saw this thread from chatting to Hiura on twitter. Plenty more screens etc at the mm forum. Keep up the fun work everyone



That looks awesome. What's your twitter?
Tomb Painter, Re:creation dev (abandoned, doing other things) | edw.is | @EliasDaler

dabbertorres

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Re: Screenshot Thread
« Reply #51 on: April 22, 2015, 11:47:27 pm »
His twitter is: @eigenbom.

Life&Dev Games Australia

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Re: Screenshot Thread
« Reply #52 on: April 30, 2015, 07:17:55 am »
Screenshots of our game called Luman! :)

Godsend72

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Re: Screenshot Thread
« Reply #53 on: May 05, 2015, 12:16:19 am »
Apple thief is my training game. So far it's pretty stupid.
You can play solo or compete with another player.
You collect apples, there is no end in this game, only fun!

2 persons can play this game on LAN.
I tryed to play it online but it fails.




« Last Edit: May 05, 2015, 12:42:52 am by Godsend72 »

Fewes

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Re: Screenshot Thread
« Reply #54 on: May 05, 2015, 06:32:43 pm »
I'm working on a fully dynamic lighting system with the idea of it running without any extra textures such as normal maps and the like. After getting some help hunting down a performance hog I was able to optimize it and now my PC easily handles a ton of lights and sprites all being shaded with smooth framerates.



Currently it's just a test environment so I suppose the next step is start working on an actual game ;D

Elias Daler

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Re: Screenshot Thread
« Reply #55 on: May 06, 2015, 12:19:26 am »
It looks really awesome. Great job :)
Tomb Painter, Re:creation dev (abandoned, doing other things) | edw.is | @EliasDaler

Tank

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Re: Screenshot Thread
« Reply #56 on: May 06, 2015, 07:39:55 am »
Fewes, that's really pretty. How does depth calculation work? Do you set a depth per layer or similar?

Fewes

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Re: Screenshot Thread
« Reply #57 on: May 06, 2015, 11:07:05 am »
Thanks guys :D

How does depth calculation work? Do you set a depth per layer or similar?

The way it works currently is I simply draw each sprite I want to have shadows/rim lighting on to a RenderTexture mask with the channels being used for different things. Areas that are not drawn to the mask are considered to be "in the background" and lights can be toggled between being in front or the middle of the two layers which toggles some effects inside the shader. It'd be quite easy to change the setup to write an actual depth buffer with this method which is something I'm planning on doing to see if I can move the shader to work on a more general setup instead of what is basically a 1-bit mask. If I manage to do so then having sprites inherit the depth of the layer they reside in would allow for some pretty cool things like being able to freely adjust the entire layer depth and have (hopefully) shadows and the like be updated in real time.
« Last Edit: May 06, 2015, 11:12:53 am by Fewes »

Tank

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Re: Screenshot Thread
« Reply #58 on: May 06, 2015, 12:31:13 pm »
Thanks for the details, sounds nice. :)

fakepotato

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Re: Screenshot Thread
« Reply #59 on: May 11, 2015, 12:49:22 pm »
Working on two game "projects" atm
Infinite insomnia.

 

anything