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Messages - thePyro_13

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151
General discussions / Help With Project Properties
« on: May 01, 2011, 08:05:06 am »
Have you got it working with the debug configuration yet? Or is it just the release that's failing?

When using the release config you should use the release versions of the .lib/.dll (the versions without the -d).

The debug versions are only for the Debug config.

The .dll should be in the same folder as the exe(the debug folder in this case) in most cases.

I'm not sure exactly what is causing your current problem, you should try following the tutorials to make sure you have everything set up properly.

152
General discussions / Help With Project Properties
« on: May 01, 2011, 07:02:10 am »
'sfml-system.lib' is the release lib, you need the debug version(that's what the -d stands for in the name) 'sfml-system-d.lib'.

Dynamic library's are stored in dll/lib files, when using them the dll must be available for your exe to access(as all the code is kept in them)

Static(the alternative to dynamic) librarys are added to your exe,  so that the code doesn't need to be referenced from an external file. This means that the exe must become larger(to fit all the extra code in).

For most instances its best to stick with dynamic.

Regarding API difficulty, this is just the norm, linking always works like this,  their isn't really any room to make it easier or harder. The other areas of SFML are significantly easier than many of their alternatives though.

153
Window / Need Help limiting Key/Mouse Presses!
« on: March 10, 2011, 01:06:37 pm »
I recommend getting friendly with your debugger and walking through your event path.

Set a breakpoint a follow the event all the way through your program to find where it gets lost.

It sounds like its working when you use a global so you must be passing it wrong or overwriting it at some point.

154
Graphics / Collision Detection
« on: November 24, 2010, 03:00:01 am »
Look at your code. If you collide then you skip the movement.

Since you skip the move, then you never change your current position, meaning you are still colliding.

And since you are still colliding when you try to move, you trigger the if statement and skip the movement again. So you will never move. Learn how your debugger works and then step through this code peice, you'll see why it behaves the way it does instantly.  :D

You need to add code to the top part of your if statement to actually resolve the collision(kill the sprite or move it so that it's no longer colliding). Other than that, it does pretty much what you want it to.

I hope that makes sense, it's hot in australia and my brain might be working slower than my keyboard.

155
Graphics / Changing Sprite Hue, Saturation, Brightness
« on: November 12, 2010, 04:42:59 am »
You could grab the pixels from an image, edit them and then reload them. Seems kind of roundabout. And isn't ideal for sprites which use the same image.

It sounds like a job for shaders.

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