Making My Platformer HARDER and PRETTIER in C++ - SFML Gamedev - Devlog 2
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- Опубліковано 7 лют 2025
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Making an indie platformer game project with infinite jumps using C++ and SFML. Added 2 new enemies and improved the graphics. This is the second devlog of my gamedev progress.
Demo: / new-version-is-67821655
Previous part: • Making a Platformer wi...
Discord: / discord
Github: github.com/Kof...
Itch io: kofybrek.itch.io
Patreon: / kofybrek
Subreddit: / kofybrek
Twitter: / kofybrek
This video was sponsored by Brilliant.
#coding #gamedev #programming
Visit brilliant.org/Kofybrek/ to get started learning STEM for free, and the first 200 people will get 20% off their annual premium subscription.
He got a sponsor!!! They grow up so fast :)
congrats on the sponsor
PLEASE DON'T STOP MAKING VIDEO'S I DON'T EVEN KNOW WHAT YOU ARE DOING WITH YOUR MATHS AND SHIT BUT IT'S STILL ENTERTAINING ❤️
Epic! You can also make the game show more that you are inside a computer, because it just looks like a level, maybe you could add a background, make the ground blocks look like memory and the antiviruses have a shield logo
I find this to be a very interesting concept.
FINALLY, A NEW VIDEO!!!
YOU'RE GREAT 😭❤️❤️❤️
Thank you for everything you do on this channel, you've inspired me to make my own games with c++ and sfml!
This turned out much better than you would expect for a simple mechanic.
I have a suggestion... Well more of a major gameplay change, how about making the movement a bit more restricted, so the player has infinite jumps, but only in the direction of the first jump. Basically, you can't change your x velocity mid-air, you have to either touch a wall or the ground. This would even make the ground tiles more useful.
Amazing idea and implementation!
The technical things in the middle all came together to make something that looks great
You made this game look awesome!! Also the little animations you're using to explain concepts are really, really well made. And your code is crystal clear to read, with simple efficient naming conventions! You're inspiring, sir
Amazing series.
1:32 That animation was fluid.
Really cool solutions to those problems. I'm glad you didn't take the easy path out with the graphics. Definitely worth it.
I really like the mix of programming and gameplay you add in your videos. Good stuff!
really good explanation of your engine design and class hierarchies! this stuff is so interesting for those of us with a technical background.
I lovee itt
I was waiting for new video
Good work 👏
You should add some destructible blocks that break when the player hits them at a certain velocity or when an enemy/bullet hits them
Wow this is looking really good
YESS. THE KING HAS RETURNED
too underated of a youtube :D
You can literally replace
death_animations.push_back(Animation(..args));
With,
death_animations.emplace_back(..args);
This avoids un necessary copying
It also returns the reference to object so created
NEW VIDEO HELL YEAH
I've never seen an approach to split auto arranging cells into quarters! Love you videos! 🙂
for one second i thought he was gonna implement the wave function collapse algorithm for random map creaation
@@brollix @Kofybrek you should implement random level generation!
Really cool
Stunning
Awesome as usual
This. Is. Amazing... Nice
4:15 "Now we need to die when we touch them."
7:29 yo hol' up
I literally did the EXACT same thing when I made a lil game in SFML for your Entity class, with the entity vectors etc XD
Awesome video, like always! By the way, your voice has been slowed in some sections in the video.
EPIC🔥🔥🔥
...Ya just gave me an idear for me topdown rougelike, thnks mate!
ALLIVE
9:33 consider using std::bitset instead of std::array, because std::array does not have space-efficient implementation for booleans (unlike std::vector)
Nice
2 months of waiting! Long kofi break?
Very epic
No food for today 😐
No cash 😐
Kofybrek video is only 13 minutes 😥
Leaving a comment for the algorithm.
Man.. you're like me, but better🤝
poggers
1:20
Is there no than function in c++?
We can clearly see the reason for the time he took in the quality of the project
how is console moving with player?
It would be funny if the first boss was just a windows defender
@Kofybrek do you recommend programming the player movement and physics in the same main.cpp or do you reccomend making a header file and then include it on the main.cpp? Ive been struggling because the only info I could find about player controls are proyects where they include everything on the same file.
Making a header file and including it in the main file. Putting everything in the main file is not a good idea.
This is awesome, could we please get a game engine from this dude?(and maybe a c++ neural network tutorial)
I've already made a video about neural networks. And I'm actually planning on making a game engine.
@@Kofybrek epic, you’re one of my favorite channels on UA-cam man. Also, by a neural network video, I mean going deeper into the topic and kinda going through your code to show us what’s going on. Anyways, thanks for making these videos, they brighten my day.
3:46
Why would you use pointers for something that can be stored in place? RAII, man.
really insine
Kofybrek I have a question...
What is the background music you use?
It's from the UA-cam Audio Library. I don't remember the name though, sorry.
I love smart pointers! Raw pointers suck!
Jk, raw are fine I just hate when you call new you have to delete.
About what?
For containers that do a lot of push_back and pop_front its better to use std::list instead of std::vector
Thanks for the suggestion!
Use a game engine
Sorry, but that was painfull. Just guard your include files with
#ifdef SOME_NAME_YOU_LL_NEVER_USE_AGAIN
#define SOME_NAME_YOU_LL_NEVER_USE_AGAIN
// your header goes here
#endif
Apart from that cool video.