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SFML C++ Tutorial Series

Welcome to a new tutorial series on using SFML 2.x. This series is going to be in two parts, the first will look at how you use the various systems that make up SFML. The second will look at how to use all of these systems together to create a simple game. Every single part of this tutorial will be available as both a text tutorial and a in video form as well. If you are interested, GameFromScratch has an earlier tutorial series covering SFML 1.6 that was more focused on teaching C++.

 

SFML Fundamentals Tutorial Series

 

    • A Closer Look at SFML

    • No idea what SFML is or what it can do for you? Start here, this is a combination of review and getting started guide to using SFML. If you are going to follow this tutorial however, you can probably skip this as we will eventually cover all of this material anyways. If you are undecided, this should help you decide.

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    • Part One - Configuring Visual Studio

    • This tutorial covers the process of setting up an SFML project using Visual C++ 2013. The process will be very similar for all versions of Visual Studio.

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    • Part Two - Windows, Game Loop and Timers

    • This tutorial explores the beating heart of an SFML application. It covers how to create a window and process events. Also some bonus coverage on using a timer.

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    • Part Three - Handling Keyboard Input and Random Numbers

    • This tutorial shows how to respond to keyboard input, both event driven and polled. It also covers random number generation.

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    • Part Four - Basic Graphics

    • This tutorial illustrates how to draw graphics, in this case procedurally generated, on a frame by frame basis.

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    • Part Five - Sprites and Textures

    • Building on the previous tutorial, we now show how to load a texture from file and display it on screen as a sprite.

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    • Part Six - Spritesheets and Animation

    • This tutorial looks at using a spritesheet to store multiple frames on animation in a single image. We then create a simple animation.

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    • Part Seven - Music and Time

    • This tutorial shows how to play music in your game. We also explore the use of the Time class, specifically to fast forward and rewind our song during playback.

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SFML Putting it all Together

 

  • Coming Soon





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New Version of Goo Create and New Forums Launched
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26. November 2015

 

Quickly after the open sourcing of Goo engine,  Goo have announced a new version of their Goo Create tool.  They also launched a new developer forum.

From the announcement:

New Features/Improvements

UI Overview inside of Create

New users get presented with a general UI overview of the Dashboard and Create. Hopefully this will help people get started and contribute to the creation of a larger and more dynamic community that everyone can benefit from.

Uniform (and proportional) Scaling

create-uniform-scale

There is a new checkbox in the Transform Component panel that lets you enable uniform scaling. When this setting is enabled, changing one of the scale values will also change the other values to ensure that they keep the proportions between them. For example, if the scale is set to (1, 1, 1), changing the scale along the X axis to 2 will result in a scale of (2, 2, 2).

Correct script names in the Chrome DevTools

Scripts will now show their correct name in the Chrome DevTools. This makes it a lot easier to debug your scripts.

Other Improvements
  • Numerical (spinner) inputs we improved to ensure that text selection works properly and that dragging up or down to change the value works in a smooth way (not stopping to change will dragging over the “threshold” area).
  • Texture positioning inputs now use steps of 0.01 for a more precise control.
  • Added touch support for the button script.

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