operation bloodshed - devlog #17 - (text editing, GUI styling, new particles) VIDEO
http://vittorioromeo.info
Devlog: http://forums.tigsource.com/index.php?topic=36131.0
GitHub: https://github.com/SuperV1234/SSVBloodshed
In this video I'll show new minor features and changes for operation bloodshed.
Apart for fixing crashes and bugs (and optimizing the game even more), text editing is now fast and easy (comparable to your favorite text editor).
GUI elements can now be styled and they adapt to the font being used.
Particles are now loaded from easily editable .json data files, so that players can customize particles.
Example of particle file:
https://github.com/SuperV1234/SSVBloodshed/blob/master/_RELEASE/Data/Particles/bloodRed.json
A new particle parameter, "fuzziness", has been added, which basically randomly moves around vertices. It works very well for explosions, smoke, and sparks.
I haven't added any new element since I've been experimenting with other projects.
I've created an assembly language and virtual machine that I will probably show in a future video, and also fixed many Open Hexagon 2.0 bugs.
Thank you for watching!
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P.S. I've finished writing "Dive into C++11" part 4 source code (it's available on GitHub). The screencast will be recorded soon :)
Other Videos By Vittorio Romeo 2015-03-15 Dive into C++11 - [5] - Game entity management basics 2015-02-16 Unknown games - Drain Storm (Review/Gameplay) 2015-01-29 "Delver's Choice" RC7 gameplay - GGJ2015 entry 2014-11-29 Handle-based entity management experiments 2014-10-08 Video of my CppCon2014 presentation now available! 2014-09-29 [Surface Pro 3] "Touhou 11 - Subterranean Animism" gameplay (Touch Keyboard) 2014-09-29 [Surface Pro 3] "osu!" gameplay (Touch Keyboard + Pen) 2014-09-17 [VLOG] post-summer - (Absence, CppCon, Open Hexagon, ...) 2014-05-21 Oh Lord Piglet, guide me. (League of Legends) 2014-01-03 Dive into C++11 - [4] - Smart pointers 2014-01-02 operation bloodshed - devlog #17 - (text editing, GUI styling, new particles) 2013-12-15 Dive into C++11 - [3] - Automatic lifetime, pointers, dynamic allocation 2013-11-29 Dive into C++11 - [2] - Frametime, FPS, constexpr, uniform initialization 2013-11-24 Dive into C++11 - [1] - Arkanoid clone in 160~ lines of code (SFML 2.1) 2013-11-23 operation bloodshed - devlog #16 - (GUI, force fields, bullet boosters) 2013-10-22 operation bloodshed - devlog #15 - (on-off pressure plates, explosives, new elements/tweaks) 2013-10-08 operation bloodshed - devlog #14 - (new elements, multi-level sectors) 2013-09-30 operation bloodshed - devlog #13 - (many new elements) 2013-09-30 operation bloodshed - devlog #13 addendum - (example room) 2013-09-29 operation bloodshed - devlog #12 - (fully working level editor) 2013-09-28 operation bloodshed - devlog #11 - (particle blendmodes, ai changes, wip editor)
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