Como Recriar o Jogo do Dino do Chrome com C++ 🦖
seen from United States
seen from United States

seen from United States

seen from Serbia
seen from Netherlands
seen from China

seen from Canada
seen from Switzerland

seen from Switzerland
seen from Switzerland

seen from United States

seen from United States

seen from United States

seen from Switzerland
seen from United States

seen from India
seen from United Kingdom
seen from United States

seen from Greece
seen from China
Como Recriar o Jogo do Dino do Chrome com C++ 🦖
i was very sick past month, but getting better. i made sorting algorithm visualisation in C++ and SFML (more in posts to come, tumblr doesn't allow more vidios)
A Brief Overview of the Development of “A Cosmic Seed” Part 1
A Cosmic Seed is an rpg I am developing, inspired by games such as Animal Crossing, Rune Factory (4), and most inspired by Fantasy Life With a cute semi-low poly art style and set on a planet light years away from earth, you - the main character - were sent on a mission to find a new place for Humans to live, and crashed into a rouge planet that was not accounted for. On your quest to repair your ship and take to the stars you encounter many creatures and people of different races. Will you choose to stay with your friends? Or will you choose to return to your family? The beginning: from the start, I wanted to make sure I documented the entirety of the development of A Cosmic Seed. And as such - the first post, the first image of this game:
Originally this game was to be a pixel art game, made with SFML and C++ The look and feel: I knew from early on that I wanted this game to look and feel nice to play
Weather as well!
The first challenge:
the first major challenge I had with A Cosmic Seed, was the collisions. I have always struggled getting just simple collisions to work properly and in all situations. This iteration had problems at corners and moving at an angle.
The first map: This was the first map I wanted to work with. I thought this would serve as the main area for the game. This has since changed
Adding NPCs: The first iteration of NPCs was interesting. I didn’t have a real clear goal as to what they would do and why they would do it. So I started with making it possible for them to move across the map, using a predefined lookup table of nodes and lines between those nodes. This worked pretty well but was very rigid for movement.
Adding Objects: Another very important thing for the game is different objects, these might be interactive, just collisions, or just aesthetic. Also shown is the male main character
The Downfall and great silence:
This was the last post I made before a great silence that lasted half a year. From September 2018 to April 2019 there were no posts or activity on this blog at all. In this post I explained I had started a new job where I was working 60+ hours a week and the game was starting to get destroyed from the inside by bugs. A simple video where nothing was working properly. An end to another project... Or so I thought. In reality this was simply an end to an era of this project. For about 2 and a half months I worked on this and it came to an end. I made sure that this time, this iteration of this game would not come to an end. 9 months later I am still working hard and still loving every minute of it. If theres enough interest I’d love to go over those 9 months in a longer format post like this! I just wanted to make sure I wrote some sort of postmortem for this initial concept. Thank you, Cryo
This project is not dead.
One eternity later, my code overhaul is nearing its end as i approach the stage the game was in when i started it. Few things have been changed, including the perspective of the game, massively optimized game systems, IMGUI library in use, as well as many other nerdy engine things to freak out about, like serialization of data, an SDK for the game’s content and AI upgrades.
But other than that, same game. But i should start making actual game progress and not engine development progress soon.
New Things
Haven't posted anything in like a week because a lot of stuff's been happening; my sister went missing but then we found her at a hospital due to some personal reasons I cannot disclose. But with my history is pretty obvious what. Well, we're all healing and that's what matters. Resumed school on Monday but classes don't start until next week so I'm still baffled why I came this early in the first place {phrasing!!😅}.
Haven't really achieved anything this week just been lazying around and playing video games. Started relearning using the SFML graphics library today and decided my first project would be building a GUI calculator {pretty easy since I've done it before} gonna find more complex/difficult things to do after I'm done with that {like a music player or some shit like that}. Also need to learn how to write arduino programs {my micro controller's gathering a lot of dust} Last on my agenda is continuing my German course on duolingo because [Ich bin sehr dahinter].
Today was pretty good overall, the calculator is coming along fine, done with the design have to get on with the actual working of it. I'll probably be done by Sunday so till then ✌🏾
It’s the “I didn’t do jack shit whole week so I will make something in a few minutes” episode again.
And that’s how I added a mist effect. It’s subtle, but player (and not only) movement affects the fog. Same goes for explosions and implosions.
SFML Michael lau
Since exploration is the most important aspect of the game, automap is more than just a screen that shows you where you are and how to go back.
The game barely have any text in it, but there should be some way to track player progress other than classic rpg journal. The end goal would be to make the map readable to the point that you can scroll through the map and think “I wanted to go there but couldn’t back then” or “I beat this area already”. Sometimes it could give you hints to progression, secrets, and even lure into traps. That would give the general idea of situation even after coming back to the game after long time.
I was thinking about letting player draw notes on the map, or at least freely add markers, but I decided to try something called a beacon. Once deployed it will broadcast its location on minimap, maybe with some other benefits to it.