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About Mavericky

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  1. There had to be a way to manage cool screen transitions as easy as possible in C++ without too much difficulty. There wasn't until now Swoosh, the mini library that immediately adds 100x polish to your game. Fork the project at https://github.com/TheMaverickProgrammer/Swoosh. LICENSED under zlib/libpng License . Swoosh is easy to integrate and makes your game look pro. Just checkout the super simple game example that ships with it. The library is header only and open source. See the full video https://streamable.com/qb023. The example project comes with 4 header-only custom segue effects you can copy and paste directly into your project and it'll just work. That simple. That powerful. Using segues is as easy as calling push or pop and providing the intent. The intent is a specialized nested class designed to be human readable. Just see for yourself: ActivityController controller; controller.push<MainMenuScene>(); ... // User selects settings using intent::segue; controller.push<segue<SlideInLeft>::to<AppSettingsScene>>(); Popping is the same way. controller.queuePop(); controller.queuePop<segue<SlideIn>>(); And if you're making a legend of zelda clone and the player teleports out of a series of deep dungeons back to overworld... there's a function for that too bool found = controller.queueRewind<segue<SlideIn>::to<LOZOverworld>>(); if(!found) { // Perhaps we're already in overworld. Certain teleport items cannot be used! } Take a peak at the full source code for the demo project: https://github.com/TheMaverickProgrammer/Swoosh/tree/master/ExampleDemo/Swoosh Swoosh comes with other useful utilities specifically but not limited to games. function bool doesCollide(a, b) function double angleTo(subject, target) function vector2 direction(target, dest) And more... See the rest here: https://github.com/TheMaverickProgrammer/Swoosh/wiki/Namespaces
  2. The project is now available for android
  3. Get the code HERE. This project is a nod to those 1990 pocket games that were all the rage in the day. The eTamagotchi features P2P networking showcasing how you can have a single application be both the client and the server at runtime. It features a random digimon (digital monster) that keeps track of all battles it has. The code is meant for demonstration and learning purposes only. The README lists each point that can be improved upon including gameplay mechanics.
  4. I'm working on a web based game and using the ImpactJS game engine which is pretty low level. I found it tedious for web engines to have to enter the frame of the animations I wanted to use each time and even had to go so far as to calculate the correct frame (if my spritesheets were large!) I created PlaybackJS as part of a bigger set of web-based tools for making web games. It is compatible with jQuery and has support for firing events in vanilla javascript too. Initialize with an existing image object with options property imgPtr Or initialize with an image from the web with options property imgSrc Dynamically change replay speed Step forward or backward through the frames Has math utility functions to calculate the cell rectangle and frame index from the mouse click Replays on a target canvas object-- you can blit this image data directly into your 2D games with little extra work Click here to read more of the plugins features. Now you can make animations easier. Please star, fork, and share!
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