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Author Topic: Screenshot Thread  (Read 82366 times)

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Leinnan

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Re: Screenshot Thread
« Reply #165 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 #166 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 »

eXpl0it3r

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Re: Screenshot Thread
« Reply #167 on: September 26, 2016, 12:32:00 am »
Looks great! Good job! :)
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Tukimitzu

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Re: Screenshot Thread
« Reply #168 on: October 01, 2016, 04:13:17 pm »
@Raincode
Nice!

Tukimitzu

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Re: Screenshot Thread
« Reply #169 on: October 01, 2016, 04:16:42 pm »
My next #screenshotsaturday submission.

Sub

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Re: Screenshot Thread
« Reply #170 on: October 22, 2016, 11:15:29 pm »
It Always Ends In Nuclear War.  I'm trying to finish this thing, i'm trying...








brunnerant

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Re: Screenshot Thread
« Reply #171 on: November 13, 2016, 04:15:35 pm »
I created a little light engine wich is very cute :



It uses fragment shaders to create depth maps, and to render the scene. Thus, any sf::Drawable can cast light. Normal maps are used to create pseudo 3d for the background tiles.
« Last Edit: November 19, 2016, 03:27:50 pm by brunnerant »

Leinnan

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Re: Screenshot Thread
« Reply #172 on: November 16, 2016, 08:34:47 pm »
Very basic maps with reading from file support:

iocpu

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Re: Screenshot Thread
« Reply #173 on: November 17, 2016, 07:16:07 pm »
I've been working on a simple 2D game in my spare time. It's still quite bare-bone but the core is mostly "done". For now, the art I'm using comes from websites like Lost Garden and OpenGameArt. All multimedia-related stuff is accomplished with pure SFML.








Leinnan

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Re: Screenshot Thread
« Reply #174 on: November 17, 2016, 08:36:31 pm »
My Sokoban clone:
https://vid.me/PWcl

grumpaladin

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Re: Screenshot Thread
« Reply #175 on: November 17, 2016, 10:03:35 pm »
My Sokoban clone:
https://vid.me/PWcl

Looks good! The generating of the map from the text file looks like it translated over well (looking at what's up on the IDE). The inaccessible areas at the top and bottom that are just made of grass -- was that intentional or is it supposed to be segments of other rooms you can gain access to?

Also, for anyone who doesn't know what Sokoban is (like me)

Leinnan

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Re: Screenshot Thread
« Reply #176 on: November 22, 2016, 12:58:30 am »
Now you can win the map. I think that now most of the work on this game has been done.
https://vid.me/rQdr

fallahn

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Re: Screenshot Thread
« Reply #177 on: December 04, 2016, 09:50:30 pm »
A little tamagotchi / LCP inspired game which will hopefully make it to mobile :)


Hapax

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Re: Screenshot Thread
« Reply #178 on: December 19, 2016, 03:16:13 am »
Created a demo animation that uses only Selba Ward objects.



Best viewed in 1080 (60 FPS)
Selba Ward - SFML drawables
Kairos - Timing Library
Rectangular Boundary Collision - Rectangular SAT Collision

@Hapaxiation - Hapaxia on Twitter

eXpl0it3r

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Re: Screenshot Thread
« Reply #179 on: December 19, 2016, 11:59:23 am »
 :o :o :o :o :o

This is seriously amazing! ;D
Makes me want to instantly create something with Plinth and some more Selba Ward elements.
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