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Author Topic: Screenshot Thread  (Read 327565 times)

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Milerius

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Re: Screenshot Thread
« Reply #225 on: December 01, 2017, 06:48:56 pm »
Working on the famous R-Type Game, some screenshots :

Login :


Create Scene :


Example Window exit :


All the screenshots are in french but the game is in english and french.

Using CEGUI/SFML/SFUTILS/CPPREST
We will use THOR for the Particle system and we will release the code in february for everyone.
C++ 17 (Visual Studio Preview 2017 / Clang 5.0 / GCC 7.2)

We will post some animations later ! stay in touch !

@eXpl0it3r ty for the tips of witdh = 700
« Last Edit: December 03, 2017, 01:34:20 am by Milerius »

eXpl0it3r

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Re: Screenshot Thread
« Reply #226 on: December 01, 2017, 11:06:46 pm »
For those that don't know the "famous R-Type game", what's the goal of your game?
Is it multi-player? Or what's the connection thingy for?
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Milerius

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Re: Screenshot Thread
« Reply #227 on: December 02, 2017, 12:54:25 am »
@eXpl0it3r

The goal is a multiplayer shoot them up  game , up to 4 players.
Our idea is to separate the type of space-ship between factions : Bheet(Offensive), Kooy(Support) and Maul(Defensive).

We want to make very strategic bosses based on team composition (the different factions). The idea is to be able to make a competitive free and open source game. We also very much want the player to personalize his ship as he progresses in the game, his level and his results. Skins of spaceships, Specialization of spaceships.

On the technical side, we want an authoritative game server. We have a rest-api for all queries that are not in real time and can be processed outside of a game such as the shop, the creation of the profile. The idea is that the master game server can spawn slave-servers that host an instance of a game up to 4 players.

Our main personal goal is to provide for the SFML community with a complete networked project that can serve as an example with different interesting game patterns like game object composition like Unity, object replication, serialization of object, object reflection, event system, very smart resource manager, magic enum, scripting lua, how to use CEGUI with sfml and how to make a huge profit.
« Last Edit: December 02, 2017, 04:19:27 pm by Milerius »

Milerius

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Re: Screenshot Thread
« Reply #228 on: December 02, 2017, 10:17:29 pm »
an idea of how our cover will be
« Last Edit: December 03, 2017, 01:35:03 am by Milerius »

Laurent

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Re: Screenshot Thread
« Reply #229 on: December 02, 2017, 11:46:20 pm »
Guys, please post images that fit the limited witdh of the forum...  I don't see the point of posting full size images that nobody can really see here.
Laurent Gomila - SFML developer

eXpl0it3r

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Re: Screenshot Thread
« Reply #230 on: December 03, 2017, 12:36:02 am »
Or use [img widht=700]url[/img].
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Milerius

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Re: Screenshot Thread
« Reply #231 on: December 03, 2017, 01:41:03 am »
Guys, please post images that fit the limited witdh of the forum...  I don't see the point of posting full size images that nobody can really see here.

I apologize, i fix it with the img width=700 from @eXpl0it3r.

Milerius

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Re: Screenshot Thread
« Reply #232 on: December 03, 2017, 02:30:05 pm »
Two videos to show where we are in the project,

For the profile video, we do not know yet if we should pause animations in the background, give us your opinion!

Profil Scene :


Create Scene :

eXpl0it3r

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Re: Screenshot Thread
« Reply #233 on: December 03, 2017, 06:17:44 pm »
It might be better if you create your own thread to showcase your project and collect various feedback. :)
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Arcade

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Re: Screenshot Thread
« Reply #234 on: December 19, 2017, 06:50:56 am »
I've recently started working on a (American) football game. The gif shows a few features of the "play designer" tool where I can design, simulate, and save plays for each team to run. The next step is to improve upon the players' AI.


Elias Daler

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Re: Screenshot Thread
« Reply #235 on: January 20, 2018, 02:33:01 pm »
Here are some screenshots from the game I've been working on for the past few months. It uses core of Re:creation's engine, but I implemented a lot of new stuff to get it working with new systems.

Right now Re:creation is not developed and I didn't work for this smaller game for the past 2 months, but I'm starting to work again on it, so I'll post some stuff. This game will have its own thread in the future with detailed dev logs soon. :)

It's 160x144, 4 colors. Just like Game Boy.






Tomb Painter, Re:creation dev (abandoned, doing other things) | edw.is | @EliasDaler

Tank

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Re: Screenshot Thread
« Reply #236 on: January 22, 2018, 03:54:56 pm »
What happened to Re:creation, Elias?

eXpl0it3r

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Re: Screenshot Thread
« Reply #237 on: January 22, 2018, 05:01:12 pm »
You can read more about it on his blog: https://eliasdaler.github.io/2017/ :)
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Gregouar

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Re: Screenshot Thread
« Reply #238 on: February 07, 2018, 06:33:25 pm »
Hi everyone !

It's been a while since I went here (maybe some of you remember me from Holyspirit), but now I'm back with a new project in mind (I'll tell you more probably in a couple of months). Here are the first screens of the PBR 2.5D isometric engine I'm developing for this projet:




Note that I puted the sarcophagus as metallic, also remark that the leafs on the tree are translucent.
 
Technically, it's deferred shading using PBR equations from https://learnopengl.com/, SSAO and prerendered 2.5D assets (4 passes : albedo, normal, heightmap and material). I'm using almost exclusively SFML, I just had to add a MultipleRenderTexture class to improve performances for the deferred rendering (wich is only compatible with system supporting FBO).
« Last Edit: February 07, 2018, 06:36:42 pm by Gregouar »

Elias Daler

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Re: Screenshot Thread
« Reply #239 on: February 16, 2018, 10:30:32 pm »
Looks amazing!
Tomb Painter, Re:creation dev (abandoned, doing other things) | edw.is | @EliasDaler

 

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