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Not the breakout clone but I've got animated sprites to work in SFML.

Also, I forgot that I have the hashtag featured in my profile and I haven't used it, so here you go.

gamedev 

Reworked the ball physics. Now the ball's velocity changes on where it hits the paddle.

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gamedev 

Now the ball resets when it falls off. I should probably change the collision detection to be angle based because the ball can just plow into the bricks as you can see in this video, but I will do that later.

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gamedev 

I was able to make a Breakout clone in SFML. It's just one level and I haven't even made a lose condition, but it's cool to finally have a game running on native machine code.

gamedev 

Well, I think I'm getting a grip on the quirks of C++ and SFML. I think I'm getting a hand of actual pointers and manual memory management.

I don't plan on publishing this btw this is just me getting use to everything which is why I'm using the same sprites from my previous game.

This is how many lines of code it takes to create a sprite with a transparent background in SFML.

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