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splashkit-projects

Originally, a collection of mini-projects made with SplashKit.

This was initially for my educational institution, having a few projects bundled together. However since then, I have completed that semester. So, only the main project was the only project that was maintained (as can seen below).
The original version is stored on other available branch on this repository.

Alterheart

Controls/Instructions

General

Eliminate all enemies in the stage before dying or before the music finishes playing. Dashing can only be done in sync to the beat of the song.
Shooting and casting can be done without being in beat, but the energy/power of the player recharges in sync to the beat.

Input controls

W - Move up
A - Move left
S - Move down
D - Move right

Left click - Shoot (In game)/Select (In any menu)
Right click - Cast (In game)
Space - Dash/Dodge (In game whilst in sync to the beat)
Q - Blast/Triple shoot (In game)

ESC - Pause/Unpause (In game)/Skip (Before game start)
F11 - Fullscreen shortcut (Only when game is paused or before game starts, if available)

Quick compile commands (with settings)

Please install SplashKit.

SKM - g++

With SplashKit Manager installed

skm g++ -std=c++17 icon.o game.cpp -o Alterheart.exe

Recommended Specifications

A display, at minimum of 1280x720 pixels, should be used. Fullscreen cannot be enabled or toggled when the display does not use a 16:9 aspect ratio.
The program may use up to 2 GB of RAM at most. With that said, a device with at least 4 GB of RAM is recommended.

Additional Information

Different compile options

For compiling, any C++ standard above C++14 can be used - thus, the following arguments can be used:
-std=c++17 -std=c++20 -std=c++23
(Only C++17 has been tested)

Operating System

Only Windows has been tested and is likely the only operating system that is supported.

Attribution

All graphics, music and sounds were made by me. The graphics/sprites were made using the software Aseprite. The music and sounds were made using the digital audio workstation FL Studio.
The only asset that was not made by me was the font that was used in the game. The font was free, under the Creative Commons Zero v1.0 Universal license. This can be sourced from here.

The file icon.o can also be left out in compiling, but will result in no icon for the application.

icon.o generation (Windows)

To generate the icon.o:

  1. Get the .ico file that is to be used (usually converted from a .png).
  2. Create a new file called icon.rc and write ICON_NAME ICON "icon.ico" in it.
  3. Run the command windres icon.rc -O coff -o icon.o (or use a .bat file that has that command).

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A game development project using SplashKit

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