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Messages - Tigre Pablito

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151
SFML projects / Re: Chess
« on: August 09, 2016, 07:54:39 pm »
Hi,

I have just played again ... not so far from the game started, i don't understand why, the black king suddenly "went out for a walk" and then after 5 moves i put it check mate ...  8)

Well, i know it's quite sophisticated that logic and the AI ... I could be this game's QA ... it's very interesting  ;D

152
SFML projects / Re: Chess
« on: August 09, 2016, 07:33:39 pm »
Hi Voroz

I played your game and it is very nice and interesting ... i can't figure how you obtained so artificial intelligence in 2? days ... I really enjoyed playing this chess ...

Though, there are a few issues i would ask you to add (cos i want to continue playing, it's a nice challenge):
* to animate the opponent (the computer) movements, in order to see well what it is, and which of your pieces is taken, if so (you can do it by adding the PC's piece's coords small steps and redrawing it, up to it reaches its destiny)
* to announce when you are put in check, and then do not allow any movement that doesn´t make your king reach safety, if there is any possible (to show them anyhow would be great), otherwise announce check mate
* if a pawn reaches the 8th box, it should be converted to a queen. (i did, and it didn't happen, then i lost)
* when you are in check mate, the game should announce it and it should stop, and give the option to play again
* there should be the possibility to castle (a special movement that moves the king 2 spaces sideway and the rook to the box the king skipped) if the king and the rook didn't move before. This is done in order to protect the king and open the rook movility.
* you could program and offer in the game different difficulty leves (really the AI is good)

Thanks for your chess!
I hope you can finish the details

153
SFML projects / Re: Selba Ward
« on: August 08, 2016, 02:31:25 am »
Hi Hapax,

Is it posible to use Selba Ward in C#.Net  projects? Or will it be?

Thanks

154
SFML projects / Super Mario game
« on: August 06, 2016, 05:06:12 am »
Hi Ladies and Guys

This is my last version of Super Mario game, done with C# .Net and SFML. It has (by now) 2 worlds with 6 levels each.

https://www.dropbox.com/s/ni5st51tkgrndl7/My%20New%20Super%20Mario%20Bros.rar?dl=0

The levels were designed with my own editor

I'll try to make the code tidier and completely in English soon and then post it here

I don't know how to make a video, sorry

I would apreciate advices on how to get it better
Thanks

Pablo
(from Argentina)

155
General / Re: only one bullet moves
« on: August 06, 2016, 02:54:41 am »
Hi

I tried to understand your code, but since it is in C++ (i use C#) and there are some parts that are not in English, i couldn't

I think that perhaps if you define a class for every object that is in the game, it would be less probable that your error occurs

I made a simple sample of what you are needing, Object Oriented, but in C# ... i hope you or someone can translate it to C++ ...

https://www.dropbox.com/s/ao2kcddbsv418tx/SpaceShips.rar?dl=0

Hope this helps

156
General / Re: Gravity
« on: August 05, 2016, 10:38:43 pm »
Hi all

If the character is in the air, it can be jumping or falling.

It is needed to have something like the code below, where difs is a vector that contains the values that should be subtracted to the Y coordinate from 0 up to 29 (jumping up) indices and then added from 30 up to 59 (jumping down); if the character lands on the floor before reaching the index 59, then it is not in the air any more and the jump (let's say JumpAndFall) process ends; if the character reachs the index 59 and there's no floor under its feet, then it will continue falling (adding a constant to the Y coordinate) up to it finds the floor, or, in the worst case, it falls to the void and loses a life. 

When you press the jump key, AND if you are on the ground, then you need to set index = 1 and position = Positions.Jumping; if you walk and you are not steping on the floor any more, then you just need to set position = Positions.JumpAndFall (index is 0 and then you just fall).

I took this from my Mario game and adapted to be generic.

// this loads into the difs vector the values referred above - they could be stored and loaded from a file if preferred
for (a = 1; a < 31; a++)
       difs[a - 1] = (int)(Math.Round(Math.Sin(a * 3 * Math.PI / 180.0) * jumpMaxHeight - Math.Sin((a - 1) * 3 * Math.PI / 180.0) * jumpMaxHeight));
for (a = 31; a < 61; a++)
       difs[a - 1] = difs[60 - a];
 


// (suppose that jump starts with index = 1 and set position to Positions.JumpAndFall, which makes the below method to execute)
private void JumpAndFall()
{
 if (index > 0 && index < 31)
 {
        if (!Ceiling())
             Y -= difs[index - 1];
        else
             index = 60 - index;
 }
        else if (index > 30)
             Y += difs[index - 1];
        else if (index == 0)
             Y += 8;
        if (Floor() && (index > 30 || index == 0))
        {
             index = 0; position = Positions.Stand;  // the hero landed
        }
        if (index > 0 && index < 60)
             index++;
        else
             index = 0;
}
 

Hope this helps

157
Hi people

here is the project source code with the data files

https://www.dropbox.com/s/mvwego2fcyxtty5/DEVELOPING%20Sonic%20The%20Hedgehog%2032%20bit%20by%20Pablito.rar?dl=0

i made an important effort to reduce the .rar file's size; deleted some music files and changed all the .bmp to .png

on the hero select screen, you can press keys 1 to 6 to select a zone ... first set the cursor on the hero you chose

i think probably there is a leak of memory somewhere, but perhaps also the problem of the RAM dedicated to video

158
Hi, Ladies and Guys

Once again, my poor Sonic has detected a problem. Though I'm almost sure it is the last one. If I'm not wrong, my notebook came from factory with about 800 MB of RAM dedicated to video, then I cometed the error  :P of changing the system to 64 bit and ocurred the problems as some of you perhaps remember. Then I changed to Windows 7 Ultimate 32 bit, which let my app run normally fast again  ;D (in notebook Pentium Dual Core T4500 2.30 GHz 2.0 GB RAM) and now have only 64 MB of RAM dedicated to video, and though I tried to change that, I couldn't. I suspect that this is the cause why my poor Sonic runs out of memory after playing 3 or 4 levels, when loading the following.

https://www.dropbox.com/s/7nk068u65071ryt/Sonic%20The%20Hedgehog%20%26%20Knuckles%20By%20Pablito.rar?dl=0

Can someone help me to solve this?
Thank you very much



159
hi eXpl0it3r

I suppose i already did because now i can run my games correctly on my 32 bit systen

Thanks

160
hi James and everyone

I already have the dlls and they are there in my apps

I was referring to the driver for the video chip, then i remember the one dabbertorres gave me the link a short while ago and now i was able to solve my old issue

I'll try to post soon my poor and updated Sonic and Mario games on the corresponding forum

Thanks all

161
Hi Ladies and guys

I went back to Windows 7 Ultimate 32 bit ...
Would you please tell me what drivers and that i should istall for my poor SFML apps, Sonic and Mario (own versions) run fine on my system, as they did before?
I already installed DirectX

Thanks

162
General / Re: Bouncing Projectile
« on: March 19, 2016, 04:08:43 pm »
Hi
I think you should program the enemies to be destroyed (or whatever you want, explosion, etc.) when the projectile reaches them, and also the projectile to disappear ...

[ The projectile is not bouncing when it hits the edges of the screen but it fires automatically if that happens. So I need help making it so that clicking the mouse while its active doesn't work. ]

I don't know if i understand Ok ... you want the projectile to bound on the edges? And it fires (from start) when it hits the edges? And you can fire while the projectile is active and you shouldn't?

What it seems is that, inside the main loop, the projectile is launched whenever it's not active (i.e., when it hits the edges), and if you click when it's active it is reseted ...
I would suggest 1) to create a matrix or a List if you want many projectiles to be at the same time, 2) to check, for firing a new one, that mouse button is released when you press it and the current number (index) is lower that the maximum projectiles there can be (or if you want just one, that it is not active when you press the button to be able to fire), 3) if you want them to bounce on the edges, then you have to detect when they hit, and change the angle as (180 - angle) if they hit the side edges

Perhaps i would be able to help better if you can explain with a bit more detail what it is about and what you want  :)

163
General / will Windows 10 help me to run SFML apps normally?
« on: March 19, 2016, 03:12:00 pm »
Hello, Ladies and Guys

I knew i can install Windows 10 online ... perhaps some of you remember my problems with Windows 7 Ultimate 64 bit ... Will be there any problem or issue with running SFML apps on Windows 10? Should i set any specific options while installing?

I must tell you, i learnt about a possible cause of my problem, the RAM dedicated to video card, on my Win 7 64 bit it is 64 Mb, it's the minimum and i can't increase it neither in the BIOS setup ... i suposse on my previous 32 bit system it was a greater amount as my apps ran fine ... maybe i should pay atention to that on Win 10 instalation?

I'll apreciate your help, sorry for what doesn't concern to SFML

164
Graphics / Re: Problem with RenderTexture's Position
« on: February 02, 2016, 01:16:52 am »
Hi dabbertorres and all Members

I suppose i should change my hardware ...

Could you tell me if there is any way to check and handle the video memory, or where to find this out?

I have 2 GB of RAM, but this has nothing to do, i suppose ...

I think you have guessed very well, thanks

165
Graphics / Re: Problem with RenderTexture's Position
« on: January 30, 2016, 09:47:43 pm »
Hello dabbertorres and all Ladies and Guys

I managed to make a minimal example that reproduces the crash; in the best cases i reached to see my poor Sonic's figure in the level screen start, but if i strike any key, it disappears immeadiately with the Not responding letter  ???

It seems that the app crashes at a certain number of seconds from load, and that it has to do with the screen resolution, i suppose this because of the letter that says something like "optimal resolution is 1366 x 768"  :o

I tried with breakpoints but the app stopped at different points randomly (most at the Data Load), and there was no info about the (supposed) error ... that´s very strange!  :-\

this link goes to the Reduced Sample download (i hope it is small enough)
https://www.dropbox.com/s/vypsstos7mxahfz/Sonic%20REDUCED%20SAMPLE.rar?dl=0

Thanks for your help

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