Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - cfrankb

Pages: 1 [2]
16


Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm

What's new in 0.5.0.4

- ENGINE: added custom animation sequences for all objects
- ENGINE: per player object jump paths  
- LUA: tryAnimation()
- LUA: setBkColor, setBkColorC
- LUA: getBkColor, getBkColorC
- LUA: setLookUp, getLookUp
- LUA: setLevelGoal, getLevelGoal
- LUA: getTicks(), ticks()
- LUA: getSpriteCount()
- LUA: newColor
- LUA: copySpriteC, copySprite
- etc.

0.5.0.3

- FIXED: an application crash when an imageSet is added to a fresh database.
         this bus was introduced in 0.5.0.2

0.5.0.2a

- ENGINE: LGCK now implements images caching and hardware acceleration

- BUG FIX: fixed a critical bug in vla3demo224.lgckdb

- TOOLS: added LGCK-TEST.EXE which lets you benchmark your machine

Get the latest version here
http://www.sassociations.net/cfrankb/lgck/download.htm

17
Graphics / sf::RenderWindow vs sfml/qt
« on: July 24, 2010, 05:57:33 am »
I've reduced the code to simpliest expression.
http://www.sassociations.net/cfrankb/lgck/files/main.cpp

Windows performance
very acceptable and steady

time: 0.003021
time: 0.002736
time: 0.002969
time: 0.002785
time: 0.003455
time: 0.002951
time: 0.003027
time: 0.002904
time: 0.002792
time: 0.002776
time: 0.003016
time: 0.003111
time: 0.002905
time: 0.003325
time: 0.002804
time: 0.002825

Linux performance
linux timing is very erratic.

time: 0.033695
time: 0.008993
time: 0.009385
time: 0.029248
time: 0.009420
time: 0.033759
time: 0.028335
time: 0.008597
time: 0.009402
time: 0.019659
time: 0.009232
time: 0.026068
time: 0.026345
time: 0.008113
time: 0.009443
time: 0.015783
time: 0.020896
[/url]

18
Graphics / sf::RenderWindow vs sfml/qt
« on: July 23, 2010, 12:22:40 am »
Situation:

I'm using OpenSuse 11.3 with the opensource "radeon" driver for my ATI X1200 (RS690). Performance is worse than it was under 11.2. Funny thing is that qt/SFML app gives me better framerate (within tolerance) than the solo SFML window (way too slow).

Questions

What is the difference in implementation between a sf::RenderWindow and SFML/qt view? Is the former using overlay? If that is the case, it is possible to disable the use of overlay as the "radeon" driver doesn't seem to support them?

Regards,
Frank B.

19
SFML projects / LGCK Builder was updated to 0.5.0.1a
« on: July 08, 2010, 07:12:27 pm »
What's new in 0.5.0.1a

- parallax scrolling support
- inventory system
- scripting event model
- customizable overlay displays (scores, time left, lives etc.)
- wrap around on all four sides. (think pac-man)
- better monster AIs when gravity is turned off

Project Homepage
http://www.sassociations.net/cfrankb/lgck/

Download the game construction kit
http://www.sassociations.net/cfrankb/lgck/download.htm




[/img]

20
General / Converting keycodes
« on: July 05, 2010, 05:41:15 pm »
That's what I was afraid of. :(

It just so happens that I have a qt/sfml application that works rather well except for those moments when the sfml windows decides to lose input focus and no longer receives messages.

My workarround was to grab the messages from qt and feed them to key mapper code that normally processes the sfml msg queue. The idea does what it is intended with the few keys that are used to manipulate the sfml view. However, I plan to let the user redefine the keys so that leaves me open to the whole problem again.

That's where having a mean to do the convertion would be very useful. Not just to work arround the issue but also to let the user define shortcuts sequences (he's press keys in qt dialog, I'd convert those keys to sfml equivants for use later in the sfml windows).

Regards,
Frank B.

21
General / Converting keycodes
« on: July 04, 2010, 11:25:20 am »
Is there an easy way to convert qt keycodes to SFML and vice versa?

Regards,
Frank B.

22
Quote from: "pdusen"
Quote from: "cfrankb"

    - Linux (KDE)


How can you possibly only support a specific desktop environment? They will all run each others' programs.


"How can you possibly only support a specific desktop environment? They will all run each others' programs."

Good point. It's been tested on KDE. I know it works there.  (I updated the topic accordingly)

If someone would be willing to help me test it on other Linux desktop enviroments, I could supply them with a compiled Linux binary and we could all have some fun! :D

Regards,
Frank B.

23
Quote from: "Ashenwraith"
Wow, 20,000 lines and it's not done?


20k is not all that big. That's roughly  10,000 for the shared libraries. (of which  CGame and CGameState account for more than 5,000). The remaining 10,000 are split between the GUI of LGCK Builder and OBL4EDIT.And yes it's not finished  but you can still make games with it. The goal is to include many more features than currently available today.

What we need mostly is feedback ! :D
Let us know how we can improve it !

Regards,
Frank B.

Project Homepage
http://www.sassociations.net/cfrankb/lgck

24
SFML projects / 2D Game Construction Kit - updated to v. 0.6.0.8
« on: June 25, 2010, 10:17:02 am »
Project

LGCK-Builder

Brief Description

A free all-in-one game construction kit targeted to be both powerful yet simple to use. 

Technology

Platforms:
    - Windows (XP, Vista, 7, 8, 10)
    - Linux (tested under Ubuntu), Wine and Virtualbox
    - Mac (tba)

Screenshots




Contacts

https://cfrankb.com/lgck/contact.php

Website
   


https://cfrankb.com/lgck

Downloads

https://cfrankb.com/lgck/download.htm

Follow us on twitter
http://twitter.com/lgckbuilder

See the videos about LGCK Buidler
http://www.youtube.com/user/cfrankb2000

Read about the latest developments
http://lgckbuilder.blogspot.ca/

LGCK Builder: 2D Game Construction Kit
https://cfrankb.com/lgck

Feedback

Feedback, suggestions and feature requests are welcomed and encouraged. :D

25
Audio / Error message with sfml-audip
« on: December 21, 2009, 12:01:04 am »
I was too eager to report on the good news !  :cry:

The game module stopped crashing because of the work around.

#ifdef SFML
    sf::SoundBuffer snd;
    sleep(1);
#endif

It doesn't change anything as far as the test application goes.

Someone on another forum suggested this could be a problem with the version of openAL shipped with OpenSuse 11.2. Any ideas?

26
Audio / Error message with sfml-audip
« on: December 20, 2009, 11:49:45 pm »
I just compiled 2.0. The problem is still there.

AL lib: pulseaudio.c:386: Context did not get ready: Connection refused

Although, it's not crashing the application anymore! ;)

27
Audio / Error message with sfml-audip
« on: December 20, 2009, 02:33:29 pm »
SFML 1.5.

I haven't tried 2.0 yet.

28
Audio / Error message with sfml-audip
« on: December 20, 2009, 02:12:17 pm »
openal 1.9.616 (came w/ OpenSuse 11.2)

29
Audio / Error message with sfml-audip
« on: December 20, 2009, 08:20:17 am »
Hi,

This is error message I'm getting: AL lib: pulseaudio.c:386: Context did not get ready: Connection refused

What does it mean? What's causing it and how to do I fix it?

Code: [Select]


// main.cpp
//

#include <QFile>
#include "Snd.h"

int main(int argc, char *argv[])
{
    QFile file("test.wav");
    if (file.open(QIODevice::ReadOnly)) {
        qDebug("file opened\n");
        int size = file.size();
        char * buf = new char[size];;
        file.read(buf, size);

        char t[5];
        t[4] = 0;
        memcpy(t, buf, 4);
        qDebug("header: %s\n", t);

        CSnd snd;
        snd.Create(buf, size, QString("test"));
        snd.Play();

        delete [] buf;
    }

    return 0;
}




Code: [Select]

// Snd.h : header file
//
#ifndef _SND_H
#define _SND_H

#include <QtGui/QApplication>
#include <SFML/Audio.hpp>

/////////////////////////////////////////////////////////////////////////////
// CSnd

class CSnd
{
    // Construction
public:
    CSnd();

    // Attributes
public:
    bool IsValid () {
        return m_buffer && m_sound;
    }
    QString GetName() const;

    // Operations
public:
    void SetName (const QString);
    bool Create(const char *, int, const QString );
    bool Play ();
    bool Stop ();
    void RemoveAt (int n);

    // Implementation
public:
    ~CSnd();

protected:

    sf::SoundBuffer *m_buffer;
    sf::Sound *m_sound;

    QString m_name;
};

/////////////////////////////////////////////////////////////////////////////

#endif



Code: [Select]

// Snd.cpp : implementation file
//

#include "Snd.h"
#define q2c(__qstring__) (char*) __qstring__.toAscii().constData()

/////////////////////////////////////////////////////////////////////////////
// CSnd

CSnd::CSnd()
{

    m_buffer = NULL;
    m_sound = NULL;

}

CSnd::~CSnd()
{

    if (m_buffer) {
        delete m_buffer;
    }

    if (m_sound) {
        delete m_sound;
    }

}

/////////////////////////////////////////////////////////////////////////////
// CSnd message handlers

bool CSnd::Play ()
{
    if (IsValid() == FALSE) {
        // qDebug ("Warning - Cannot play from an invalid CSnd object '%s'\n",  q2c(m_name));
        return false;
    }

    sf::Sound::Status status = m_sound->GetStatus();
    if (status !=   sf::Sound::Playing ) {
        m_sound->Play();
        return true;
    }

    return true;
}

bool CSnd::Stop ()
{
    return false;
}


bool CSnd::Create(const char *buffer, int size, const QString name)
{
    if (!size) return true;
    if (!buffer ){
        qDebug("buffer is null\n");
    }

    m_sound = new sf::Sound;
    m_buffer = new sf::SoundBuffer;

    if (!m_buffer->LoadFromMemory(buffer, size))
    {
        qDebug("couldn't create: %s\n", q2c(name));
        return false;
    }
    m_sound->SetBuffer(*m_buffer);
    m_name = name;

    return true;
}

QString CSnd::GetName() const
{
    return m_name;
}

void CSnd::SetName(const QString name)
{
    m_name = name;
}




Running OpenSuse 11.2. Latest stable release.

Regards.
Frank B.[/code]

Pages: 1 [2]