Working on Selba Ward's Polygon to include the ability to also have (multiple) holes!
It's actually currently already working :)
Need to do some more testing and tidying up then it'll be available ^.^
#selbaward#polygon#triangulation#sfml
New walking animations!
If you like:
- City Builders
- Simulation
- Decoration
Then wishlist Metropolis 1998 on Steam: https://t.co/TNzquTKcgL
The game is 2D behind the scenes. Getting the depth sorting right is tricky :sweat:
#gamedev#citybuilder#isometric#sfml
I finally ported my tilemap shader to my SFML based Kage2D.
One draw call on a full window RectangleShape gives me two layers, with the top layer casting shadows on the bottom layer.
One base texture atlas for tile graphics, then one tex per layer to specify which tiles to use.
Playing around with some fragment shader stuff, because every point'n'click needs a flashlight, riiight?
The project keeps steadily going. The biggest hurdle is still to find an affordable pixel artist, so not much new to show.
#indiedev#pointandclick#pixelart#sfml#cplusplus
Day 5 - Finally came up with a solution to blink the stars at random positiona. Blinking appears fast because of OBS 60 fps recording. It's much slower in real.
https://t.co/tBEHK2t0Og
#100DaysOfCode#sfml#cpp#graphics
Currently trying to remake a game
Made using C++ and the library i used is SFML
My next plan is to try and add post processing effects... If I can figure out how to make a shader xD
Decided to remake https://t.co/8A3xhrr9io in SFML for my networking module, as well as a way for me to understand linked lists properly.
got the game part done, but now to implement the networking side :))