domingo, 27 de octubre de 2013

First Experiments with Qt and SFML

Hi!

I just wanted to share my first attempts to effectively use the Qt and SFML integration I showed you in the previous post. My goal is to build a simple, yet useful level editor for a 2d platform game I'm developing. As you will see, there's still much to do, but it's a beginning.

NOTE: the video seems to show buggy rendering, but it's just a matter of the screen capturer software. The renderer is completely clean and fluent (for the moment, at least :). 



5 comentarios:

  1. Really good job! :D
    You already have the foundations for the level editor, you just need to add more and more features on it to speed up the development of the game, it's really impressive everything you are doing considering you have a full time job! Keep up the good work! :D

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    1. Thanks man!! :D It's not much but at least I'm enjoying the process. I'd really benefit from a nice course from a professional like you, so if we meet again, be ready to answer many questions! :P Hope you're fine :)

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    2. Actually, I have some questions that require your wisdom:

      1) What kind of tools did you develop for your game 'Dark Ocean'? Did you make also a level editor? How/with which language/technology/framework?

      2) Once the level is done, my idea is to export it to a text file. However, I know that another choice is saving as a binary file. How could I save it to a raw binary file? I guess that this would require serialization, right?

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    3. Haha.. okay, let's see if I can help :

      So about Dark Ocean, we used 3D max as a level editor, we did some plugins/tools for it using max script, so basically we had a level exporter and also each group developed their own set of tools, we had for example an animation tool to export animations in our specific format etc.

      We also had a particles tools that was developed using our own game engine, it was a different application using the render system of the engine. For the menus of that tool and some in-game debug we used this bad boy: http://anttweakbar.sourceforge.net/doc/ very useful to be honest :)

      According to your second question, yes, if you want to save your level in binary format you will need to serialize it, however, during development is quite useful to have the level in a xml format, so you can change things on the fly. We, for example, released Dark Ocean with all the level and data in plain xml, for a personal project is not crucial, but I guess you want to do it the right way :) I'm sure there are plenty of information on google about it ;)

      Hope that helps!

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    4. Thanks dude! Very informative! :)

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