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Author Topic: New SFML.Net game: Atom Zombie Smasher  (Read 3883 times)

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Brendon

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New SFML.Net game: Atom Zombie Smasher
« on: November 22, 2010, 07:16:33 pm »
Thought I'd drop a note here about my new SFML game, Atom Zombie Smasher.  Site and trailer video here: http://www.blendogames.com/atomzombiesmasher

Atom Zombie Smasher is a tactical strategy game set during the peak of the 1961 zombie apocalypse. Plan rescue operations and take to battle with your crew of snipers, demolition experts, and research teams.

I'm using the .Net binding, along with Mono so I could port it to Mac & Linux. This is my first time using OpenGL calls, and I was very pleased with how easy it was to get going with it.  I basically began with the test cube in the SFML sample application, and started building from there.

adan

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New SFML.Net game: Atom Zombie Smasher
« Reply #1 on: November 23, 2010, 02:53:38 pm »
Hey, this looks promising and nice! Congrats, I'm really curious about giving it a try ;)

Correct me if I'm wrong, but Air forte (that I still have to test!) is out there only since a couple of weeks, right? So, how long did it take you to create Atom Zombie Smasher? It seems you're very fast to develop!

BTW Atom Zombie Smasher is in 3D, so which part(s) of it are made using SFML ?

What is the schedule for the delivery?

Brendon

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New SFML.Net game: Atom Zombie Smasher
« Reply #2 on: November 23, 2010, 09:21:29 pm »
Hi Adan,

I released Air Forte in July, so it's actually been out for quite a while!  I've been working on Atom Zombie Smasher for about five months.

Atom Zombie Smasher is entirely built with SFML - window, graphics, and audio. The 3D bits are done through Tao OpenGL.

adan

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New SFML.Net game: Atom Zombie Smasher
« Reply #3 on: November 24, 2010, 10:08:27 am »
Hi Brendon,

All right! It's just you wrote your post in september on the SFML forum and I didn't read the release date on your website. I was thinking you were taking no rest to work so fast ;)

I've a more technical question : didn't you have any trouble with Mono? (Packagining, compatibility issues...) I'm thinking of using .net framework instead of classical C++ (as I'm used to) to launch a project because I'm using it a lot at my daily job and I like working with this framework. So I just wanted to know if Mono is ok in a daily work or if you still work with Visual Studio and just compile with mono when you're done with you project.

And a more general concern question : did you do all gfx by yourself? Because Air forte seems to be really well polished and graphics looks pretty good.

Brendon

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New SFML.Net game: Atom Zombie Smasher
« Reply #4 on: November 24, 2010, 11:32:45 pm »
I use Visual Studio for day-to-day work, and do playtests with my Mono build.
My game is a self-contained package that includes all the necessary Mono files, so user installation is just copying files into the game folder.  I haven't had any Mono issues yet, and I've found it cooperates pretty well with SFML.

Yup, I do all the graphics work.  Air Forte was pretty fun to do because it was all purely 2D art.

 

anything