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Author Topic: Falling Rocks! (demo inside)  (Read 31625 times)

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Naufr4g0

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Falling Rocks! (demo inside)
« on: September 08, 2011, 02:15:42 pm »


In the last year I have spent a lot of time in game development, using the SFML libraries that I find very well done.
I began to write this game in 2010 with another graphic library, but eventually I came to SFML, writing the code from scratch.
The game is a simple time-waster and your goal is to avoid the falling rocks, surviving as much as possible and making the highest score you can do.
You can also do combos avoiding more rocks in sequence.
The highest level of difficulty is selected on menu screen, the highest rate of falling rocks you obtain in the game.
Press 'Left-CTRL' key to activate Bullet-Time, so you can more easily avoid falling rocks.
The game is not complete. I want to put some other obstacles like arrows, shurikens and bombs. I want to make the ground deformable, too, so the game can be more varied.
Consider the game I linked below as a demo.
Let me know if you have some issues to start the game.
Every kind of comment is welcome.
I hope you enjoy it!

Controls:

Arrow keys to move
Left-CTRL to activate Bullet-Time
-------------------------------
F1 to take a screenshot
M to toggle music mute
space to restart game when ninja falls in the water

Download
Download Falling Rocks v0.5.3 (for windows)

Download Falling Rocks v0.5.2
Download Falling Rocks v0.5.1d

Video

http://www.youtube.com/watch?v=yjfamlt2ZXg

Lo-X

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Falling Rocks! (demo inside)
« Reply #1 on: September 08, 2011, 02:26:55 pm »
Simple and addictive :D

Naufr4g0

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Falling Rocks! (demo inside)
« Reply #2 on: September 08, 2011, 02:50:47 pm »
Quote from: "Lo-X"
Simple and addictive :D


I'm happy you like it! =)

Lo-X

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Falling Rocks! (demo inside)
« Reply #3 on: September 08, 2011, 03:13:14 pm »
Quote from: "Naufr4g0"
I'm happy you like it! =)


Like ? No.. I Love It !
As if my best score in Impossible Mode is 426... That's so hard...

Naufr4g0

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Falling Rocks! (demo inside)
« Reply #4 on: September 08, 2011, 03:36:12 pm »
Quote from: "Lo-X"

Like ? No.. I Love It !
As if my best score in Impossible Mode is 426... That's so hard...


=) Post a screenshot if you do a better score! :D

keyforge

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Falling Rocks! (demo inside)
« Reply #5 on: September 09, 2011, 05:09:57 am »
Very good game! Nice graphics too. I've spent a good half an hour on it!
Need a place to upload your code, files or screenshots? Use SFML Uploads!

greeniekin

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Falling Rocks! (demo inside)
« Reply #6 on: September 09, 2011, 06:10:08 am »
You tube video looks very good.
Though on my pc it is unplayable. Your game does not scale motion with time.
Eg say it is meant to work at 30 fps but because my computer is more powerful and gets 90 fps all objects will go 3X faster.

Basically I hit start rocks flying past in a blur then I'm dead in 1 second.

It is weird though because the animated water and the menu select icon seem to animate at the correct speed.

If you need more help on how to implement this just ask. Though I suspect you already know and implemented it for animations anyway.

coolhome

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Falling Rocks! (demo inside)
« Reply #7 on: September 09, 2011, 06:38:16 am »
That game is fun and addicting. I got 800 some on my first try and now I can't even get close to that on hard! Only suggestion I have is to create a volume / mute option in the menu. :D I tent to ignore game music hehe!
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Naufr4g0

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Falling Rocks! (demo inside)
« Reply #8 on: September 09, 2011, 07:05:24 am »
Quote from: "greeniekin"
You tube video looks very good.
Though on my pc it is unplayable. Your game does not scale motion with time.
Eg say it is meant to work at 30 fps but because my computer is more powerful and gets 90 fps all objects will go 3X faster.

Basically I hit start rocks flying past in a blur then I'm dead in 1 second.

It is weird though because the animated water and the menu select icon seem to animate at the correct speed.

If you need more help on how to implement this just ask. Though I suspect you already know and implemented it for animations anyway.


Try to select  Vert Sync. = OFF in the Options screen, it should fix the speed issue. :)
This option sets FPS to 60.
Have you set a value for screen vert refresh over 60?

greeniekin

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Falling Rocks! (demo inside)
« Reply #9 on: September 09, 2011, 04:07:40 pm »
Quote from: "Naufr4g0"

Try to select  Vert Sync. = OFF in the Options screen, it should fix the speed issue. :)
This option sets FPS to 60.
Have you set a value for screen vert refresh over 60?


I actually was using it on a pc at uni.

I tried again at home and with vert sync on and off. It worked perfectly.

Though what I was referring to it will not matter what the frame rate is.
It is discussed here.
http://www.sfml-dev.org/tutorials/1.3/window-time.php

You may have already implemented as I have no issue at home, and a uni computer could have been compromised some how. Though you should know with a glance at that page.

bzn

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Falling Rocks! (demo inside)
« Reply #10 on: September 09, 2011, 05:41:56 pm »
Love this game! Reached 2100 points in hard mode, after a "almost-hit" combo of 19 or so. :)
It's actually almost too easy to get many points by these combos.

eXpl0it3r

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Falling Rocks! (demo inside)
« Reply #11 on: September 09, 2011, 07:13:07 pm »
Very nice game! =)

But as mentioned above there seems to be a speed problem.
With VSync=ON the game is really unplayable, turing it off does fix the issue.
But I don't think it has much to do with FPS, then turnin off VSync would mean the FPS go up and the game gets even faster. Or the setting is just reversed...  :lol:
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Haikarainen

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Falling Rocks! (demo inside)
« Reply #12 on: September 09, 2011, 09:45:32 pm »
Bug!

Do you use Window::GetFrametime() to get hardwareindependent speed? Currently the game is running in uberfastforward for me, unplayable. Looks really cool and fun on the video tho!

How to use getframetime?

Code: [Select]
sf::Uint32 Frametime = Window.GetFrametime();
float Playerspeed = 0.2f;
Player.Move(Playerspeed*Frametime, 0)

Haikarainen

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Falling Rocks! (demo inside)
« Reply #13 on: September 09, 2011, 09:54:27 pm »
Turned on VSync in ATi CCC, now the game runs fine but everything else lags :S

Edit; Turned off vsync in game(found it lol) and turned off vsync in ATi, now it also runs fine

Edit2: Really fun game, GJ! :D Did you make the graphics/music as well?

Naufr4g0

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Falling Rocks! (demo inside)
« Reply #14 on: September 09, 2011, 10:55:21 pm »
Quote from: "greeniekin"

I actually was using it on a pc at uni.

I tried again at home and with vert sync on and off. It worked perfectly.

Though what I was referring to it will not matter what the frame rate is.
It is discussed here.
http://www.sfml-dev.org/tutorials/1.3/window-time.php

You may have already implemented as I have no issue at home, and a uni computer could have been compromised some how. Though you should know with a glance at that page.


I'm aware about the fps issue. As you can see in your own link, it's not so difficult to implement an engine that adapts to any type of refresh.
The only thing I don't like of this solution is that GetFrametime() method doesn't return the same value for each frame when I switch on "sync vert refresh". So sprite movement appears less smooth! :(

Quote from: "eXpl0it3r"
Very nice game! =)

But as mentioned above there seems to be a speed problem.
With VSync=ON the game is really unplayable, turing it off does fix the issue.
But I don't think it has much to do with FPS, then turnin off VSync would mean the FPS go up and the game gets even faster. Or the setting is just reversed...  :lol:


I know that the option could be misinterpreted, but in the game VSYNC ON means VSYNC ON if graphic card driver vsync option is set to "let the application decide". In other cases fps could be > 60 or virtually infinite if vsync driver option is set to "always off".
VSYNC OFF means framerate limited to 60 without vsync! :)
VSYNC ON, when it works, return smooth movements even if you don't notice it.

Quote from: "bzn"
Love this game! Reached 2100 points in hard mode, after a "almost-hit" combo of 19 or so. :)
It's actually almost too easy to get many points by these combos.


What's a "almost-hit" combo? Anyway a combo give score only when you don't die within a second. :)