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gamedev 

Horizontal scrolling with player movement has now been implemented.

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gamedev 

Now the camera vertically scrolls with the player's movement. Horizontal camera movement hasn't been implemented yet.

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gamedev 

Got a camera to work. It's manual but if I plan to actually finish this game, I would probably have it scroll based on the player's position and movement. You can also see that there are tiles outside of the camera bounds. Those were left in by mistake.

SFML has a built in camera called sf::View. It's pretty weird. I'm used to having a 2D camera origin being at the top-left corner just like sprites, but the origin is actually in the center which is something I need to get used to.

I mean, it's kind of justified because it also has support for rotation and zooming (things I have never used). I'm just used to implementing my own camera system and just drawing sprites based off of their positions and the camera offsets, but that not an option here because sprites are automatically drawn based on their position (no manually drawing here).

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gamedev 

Now there are three levels, all of which are derivatives of each other.

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Got a second level. I learned that if you just include a blank class definition of a dependency in the header file and then include the actual header of the dependency in the source file, then you can avoid recursive includes.

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I've added exit tiles. It just ends the game because I don't have it programmed to have multiple levels yet.

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I've added projectiles that the player can shoot. I was originally just going to make a simple maze game but I got carried away after getting a hand with SFML.

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Also, the tile map wasn't from a file, array, or anything like that. It's just a simple nested for loop with an if statement to create the cross of solid tiles.

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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.

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