I'm once again looking for some advice, although not as technical as usual this time. I'm developing a platformer/RPG - ish game but I can't find a name for it!
I put them together from various sources, modifying most of them. For example, the platforms (not the moving ones, the ones with grass) are from Mario, but I skinned them in different colours and added grass on top.
As for the world or hero name, I have absolutely no idea. I'm open for absolutely anything. I'm still working on a plot too.
I would say don't worry about a name until you have a plot and/or character details worked out.
The only kind of name that would make sense at this point would be some kind of terrible pun, like "I-Mage-ine" but God please don't use that.
The name should reflect the game... and if all you know about the game at this point is that it's a platformer with a mage you're probably not going to get a good name.
EDIT: another thing that I try to do when naming things is pick something that has very few (if any) google hits. That way it's easy to google myself later and get a loose idea of how popular it got.
Whenever I try to name programs, if nothing comes to mind immediately, I try to think of acronyms (especially ones that are already words), or I use names/words from science, Greek mythology, etc.
Violet Turtle Adventures ?
Bowser's Rescue ? (It really reminds me of Nintendo's Bowser o.o)
Shoopa Mawio Broosh ? (The map style reminds me of Super Mario Bros O.O)
BTW: Lol @ that music
Looks nice. I'm always bummed when I see others doing that though. I got into programming with the dream of making games, but I'm lacking so many skills I've pretty much given up on it and just focused on programming. Looks like you are doing great so far though.
I'm using SFML, but I don't know if you can count that as an "engine".
In fact, it's multimedia library with support for graphics, sound & window handling (and more). But it's not specifically tailored toward games.
You can use SFML as a minimal windowing system to interface with OpenGL, or as a fully-featured multimedia library for building games or interactive programs.
Would be very bad idea to use it for something else because you would have to create widgets (buttons, scrolling window, tabs, etc) yourself.
So how exactly did you implement the platforming parts? I'm trying to do that my own platformer but it's really lagging since I have to basically check for intersections between the player's velocity and every wall on the map.
I had trouble with that too when starting out!
My current solution is abool tryMove(int x, int y) function.
When you apply gravity to your player and the function returns false, you know he's standing on top of something solid. As for platforms where you can jump through from under it but fall on top of it (like the grassy ones in the video) you need to check wether or not you were going down (very simple, just check if y > 0). If you were, collide. If you were not, continue.
@firedraco: the general solution is to first recursively subdivide the level into regions based on the locations of all the platforms/walls in the level. When a player moves, you would determine which region the player is in and only do collision detection with those platforms that fall into the player's region.
Look into Binary Space Partitioning, and in particular k-d trees.
@xander: I see...although in my game the player might be moving very fast, (so fast that they might "jump" through walls) so I have to check for intersections.
@shacktar: Thanks for the links. I'll check that out.