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Author Topic: Space Invaders Clone - Game finished  (Read 22943 times)

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Mortal

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Space Invaders Clone - Game finished
« on: August 20, 2015, 11:23:36 pm »
Game finished

hello everybody i just finished reading the SFML Development Book. it really a great book many thanks to all authors. i have made a simple space invaders based on what i have learned from the Book.

here a new video with latest update where the player can spawn
https://youtu.be/0iaJHnNpWKo


source code is available hère:
https://github.com/MORTAL2000/Space-Invaders-Clone

NOTE: it tested on VS 2015.
« Last Edit: October 16, 2015, 02:22:56 am by MORTAL »

Verra

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Re: Space Invaders Clone
« Reply #1 on: August 21, 2015, 08:05:10 am »
Looks pretty well done. Good job.  :P

bisthebis

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Re: Space Invaders Clone
« Reply #2 on: August 21, 2015, 02:14:57 pm »
That's nice. I've dowloaded it :)

Mortal

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Re: Space Invaders Clone
« Reply #3 on: August 21, 2015, 02:41:02 pm »
Looks pretty well done. Good job.  :P

thanks @Verra really i appreciate. i have made little changes differ than example in Book. it supports mouse in GUI when user navigate buttons , i dont know why in the book says it's difficult to implement mouse functionality. it's appeared easy to do it. it only needs to iterate throughout all components to see whether or not the mouse position contains in buttons boundaries. of course, the annoying part in mouse implementation is when it has sound and continuously beeps when it is hovering throughout buttons. now, in the game, sound only beep once when the mouse hover the buttons.

however, the game runs only in release mode. it doesn't work fine in debug mode, the frame rate drop to zero especially when i implemented the collision detection. i tried to use QuadTree as many people suggest but no avail, maybe i implemented the QuadTree wrongly i'm not sure.

once again thanks for your kind words :)   
« Last Edit: September 23, 2015, 10:24:19 am by MORTAL »

Mortal

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Re: Space Invaders Clone
« Reply #4 on: August 21, 2015, 02:41:58 pm »
That's nice. I've dowloaded it :)

thanks good to hear that  :)

SeriousITGuy

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Re: Space Invaders Clone
« Reply #5 on: August 27, 2015, 09:50:03 am »
Hey MORTAL,

ah this is so old school and amazing, great work. Art and sound is awesome I love this stuff!
As I started working on my "practice games" Space Invaders definitly comes on my todo list ;)

Cheers!

Mortal

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Re: Space Invaders Clone
« Reply #6 on: August 28, 2015, 09:35:30 pm »
thanks SeriousITGuy

nice to hear that you were back to practice games keep it up. indeed space invaders has tobe in your list. it easy to made and also fun. i have made it earlier but with ascii text-base. this is my first graphics game :-[

btw, @Hapax is doing his practice games nowadays, whats that a coincidence  ???. i have looked to his practice game, he made awesome mini-libs, really it's worth looking at.

Brax

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Re: Space Invaders Clone
« Reply #7 on: August 28, 2015, 11:11:22 pm »
I've downloaded the source code and tried to compile it, but unfortunately my Visual Studio 2013 is sending back these errors:

(click to show/hide)

After searching a bit, I found out that it is a compiler error. So if anybody is using VS 2013 (like me), he is going to have a tough time compiling it. :(

Mortal

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Re: Space Invaders Clone
« Reply #8 on: August 29, 2015, 04:25:52 pm »
hi Brax

sorry for what you had through, probably i should mention that in main post.

yes indeed thats why i installed VS 2015 since i realized, VS 2013 which i had, it has a bug with std::bind. but i regretted for installing VS 2015. most of third party libraries such lua and glew even current SFML need to recompile once again to fit VS 2015. special thanks to@eXpl0it3r for his night build for SFML. personally i don't know how to build those libraries by my own yet.

quick fix you may convert those error std::binds to lambda expressions

Mortal

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Re: Space Invaders Clone
« Reply #9 on: September 02, 2015, 07:22:19 pm »
UPDATE:

i have re-written QuadTree class. now, the game seems work fine in debug mode. i would like to know, how to get maximum efficiency from QuadTree. i know it can be done by storing the objects in leaves only. i have tried to achieve that, and somehow i managed to store objects in leaves as possible. but i'm not sure whether or not i did it correctly this time.

thanks in advance.

Satus

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Re: Space Invaders Clone
« Reply #10 on: September 02, 2015, 07:44:32 pm »
If you use tabs for spacing, code on github starts looking a little bit ugly  :D

Nexus

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Re: Space Invaders Clone
« Reply #11 on: September 02, 2015, 07:47:02 pm »
If you use tabs for spacing, code on github starts looking a little bit ugly
http://stackoverflow.com/a/23522945

They've finally recognized that not everybody is using spaces... ::)
Zloxx II: action platformer
Thor Library: particle systems, animations, dot products, ...
SFML Game Development:

Satus

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Re: Space Invaders Clone
« Reply #12 on: September 02, 2015, 07:48:00 pm »
If you use tabs for spacing, code on github starts looking a little bit ugly
http://stackoverflow.com/a/23522945
Oh, I didn't know it, thanks you.

Mortal

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Re: Space Invaders Clone
« Reply #13 on: September 02, 2015, 09:03:50 pm »
If you use tabs for spacing, code on github starts looking a little bit ugly
http://stackoverflow.com/a/23522945

They've finally recognized that not everybody is using spaces... ::)

thanks Nexus,

Satus

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Re: Space Invaders Clone
« Reply #14 on: September 02, 2015, 09:07:15 pm »
Well, the distance between function return type and name is still quite impressive even with ?ts=1  :)
https://github.com/MORTAL2000/Space-Invaders-Clone/blob/master/QuadTree.hpp?ts=1