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Messages - eXpl0it3r

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9106
Graphics / AW: [Visual 2012] sf::Text - doesnt display
« on: December 04, 2012, 01:42:41 am »
Because with VS10 you used the SFML 2RC which is a few month old version and still has the default font. With VS 2012 you needed to recompile SFML and thus were uptodate with SFML 2 where the default font is removed.

9107
Window / Re: Creating a window crashes program.
« on: December 04, 2012, 12:37:11 am »
I did actually notice that and I thought it was weird, but I am definitely using the correct code.
Seriously, I've no idea what's going wrong, but it really seems like your setup is somewhere flawed, since I can build applications fine with MinGW GCC 4.7.2 (see my Nightly Builds which include examples built with it).

9108
General / Re: MS Visual C++ Express 2010 with SFML 2.0 and Windows 8
« on: December 04, 2012, 12:34:20 am »
Visual Studio 2010 and 2012 work perfectly fine on Windows 8. ;)

There aren't any official builds for VS10 though, so you'd have to build it on your own, or use my Nightly Builds. ;)

9109
Window / Re: Creating a window crashes program.
« on: December 03, 2012, 11:41:50 pm »
I tried recompiling it again. I'm pretty sure I'm using the correct version. This was in the debugger.
I also get a segmentation fault.
And you're 100% sure you're using the code posted in the first post?
Because the debugger seems to have the height of the window set to 32 and the BitsPerPixel to 2 which then results in a crash, since there's no video mode with 2 bits... ;)
So make sure you've that following code at window creation:
sf::Window window(sf::VideoMode(800, 600), "Hello World");

9110
Graphics / Re: Optimizing a lot of sprites
« on: December 03, 2012, 09:11:26 pm »
I can't apply the sf::Transform to the draw() call, because that call is never made. It's just pushed to the vertexarray, which then is drawn later. I there a way I could still use a sf::Transform for this?
Not exactly sure what's the problem and why the draw call is never made, but if you don't want to make the transformation directly you can write a class that wraps a sf::VertexArray and inherit from sf::Transformable and sf::Drawable and do all the magic inside that class, additionally you get about the same interface for your class as a sf::Sprite has. ;)

9111
Graphics / Re: Optimizing a lot of sprites
« on: December 03, 2012, 08:11:46 pm »
But I would like to use some of the convenience that sf::Sprite provides. Mainly scaling and rotation. How would I do that? Do I have to implement that myself?
Use a sf::Transform and pass it to the render state and apply that when calling draw(). ;)

9112
General discussions / Re: Unofficial Nightly Builds
« on: December 03, 2012, 06:05:34 pm »
Updated the Nightly Builds to the latest commit [288bc87d3a]
There might have been problems with the past TDM releases, but those should now be fixed. ;)

wich MinGW "distribution" do you recommend?

I´m using the official version from mingw.org
Never used TDM (It doesn´t include MSYS as far as I know)
Never heard of "rubenvb" distro
Well I'd really want to use the MinGW-w64 branch since the development seems to be a bit more active and they try to build a nicer MinGW, but since they are a bit more on the experimental side, it's not as glorious as the official version.
rubenvb is actually just a guy that also makes nightly builds but from the MinGW-w64 branch, so it's more recent that the official MinGW-w64 builds.
The TDM is at the moment now definitely out of the race since the official MinGW package has been updated to GCC 4.7.2, where TDM still uses the GCC 4.7.1-2; additionally it has the bad habit for linking statically on default and causing an error when -static-libstd is defined, which is very silly and needed an adjustment from my side to get SFML even to compile correctly.

Over all now that the official MinGW features GCC 4.7.2, I would recommend that one.

9113
Graphics / Re: Twitching graphics with tile based maps
« on: December 03, 2012, 05:15:14 pm »
I have changed my vertical synchronization settings on my gfx card so that it lets the application decide wether to use vsync or not. I have tested this game on three different computes and they all experience the same thing.
The cut the problem down to a minimal but complete example that reproduces the problem and post it here, so we can find out where your problem is. ;)

9114
Graphics / Re: Twitching graphics with tile based maps
« on: December 03, 2012, 02:28:39 pm »
What the hell is FFT? >_< I'm not using anything called FFT :E
Well I guess your run into some faulty YouTube filter, that thought your content is connected to FFT, whatever that is...
Go to the video manager and file a complaint. ;)

9115
Graphics / Re: Twitching graphics with tile based maps
« on: December 03, 2012, 02:18:43 pm »
Really sounds like tearing. Vsync should fix this, just make sure that you don't force it to off by your driver (i.e. you can set it in SFML but it has no effect since the driver forces it to off).

As for the video, I get:
Quote
This video contains content of FFT. The partner blocked the video because of copyright reasons.

9116
Window / Re: Mouse Button retrive information
« on: December 03, 2012, 01:15:59 pm »
i want to find out if any Mousebutton is Down. Is there a more elegant way of doing it than this?
If you want to use sf::Mouse there isn't really an alternative, but you could check for the sf::Event::MouseButtonEvent.

while(window.pollEvent(event)
{
    if(event.type == sf::Event::MouseButtonEvent)
        // A mouse button has been pressed - Do whatever you like.
}

9117
Audio / Re: Keeping a single song playing throughout different states
« on: December 03, 2012, 01:53:43 am »
An easy solution would be to play the song in the application/GameEngine class. ;)

As for the error, who does have the ownership over the sf::Music resource?
Maybe providing code could help to understand the problem. ;)

9118
General / Re: Help getting started on a specific type of menuscreen
« on: December 02, 2012, 11:38:08 pm »
will this be too hard?
To get exactly what you want, yes of course it's hard! Do you think game companies write games just for fun in a few hours? ;)
Most of the rain effects you see in games are also just tricks that look cool but aren't realistic at all.
So I'd suggest you take down your high goals a bit and start small and learn more about the complexity of programming and specially graphics.

For the menu; since the code was written by Ve (aka as SuperV1234), maybe you can ask him, if he wants to share some code.
You could also use some images and make a simply frame animation. Other than that, it probably will get quite tricky and if you can't think of a way on your own, you're probably not up for such tasks yet. ;)

If you want fancy graphics you should probably look into some other applications that let you do things easily.

9119
SFML projects / Re: [Development] UnknownName
« on: December 02, 2012, 05:48:58 pm »
From my experience, a physics engine will make it far more complicated than it has to be. You won't have to implement your own collision detection, but at the same time you'll have to play around a lot more to get your "physics" to feel right, e.g. platform games usually feature rather odd physics, like Mario (the video game one :P) being able to jump several meters high, being able to turn almost instantly and being able to control his jump.
It really depends on what you want to achieve, there just isn't 'the solution' to everything. ;)

For a simply platformer a simplified physic will do and as Mario said allow you to adjust the parameters as you want and think 'feels' right.
For a game where the main purpose is to move objects around that will have different shapes and should behave very close to actual physics you will make your life way more easier by using an external library. The convex collision detection alone will be a pain to get right and have a good performance.

It's nice to do things on your own and learn something, but if you don't have infinite time at your hands and don't want to read a few books to really understand how such algorithm work and how the physics is done right, then you could take a library, read the API doc and start using it. ;)

9120
Quote from: NightCabbage
Ah, I see - most of the .net stuff is just a wrapper for the normal dll files. So if I want to modify it (to add pre-multiplied alpha) I still need to compile the c++ version?
(or actually the c version? they seem to reference "csfml-window", etc.)
Yes, iirc SFML.NET uses CSFML (like most of the other bindings). ;)

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