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Messages - pogrady

Pages: [1] 2
1
SFML projects / Re: Seiken Densetsu/Mana Fan Game [WIP]
« on: February 06, 2013, 12:17:19 am »
It says that the text parser returns an error that file is not found.

Here is the message:

'Mana Fan Game' Demo 2.10
-------------------------
TextParser: File not founded!

This application has requested the Runtime to terminate it in an unusual way.
Please contact the application's support team for more information.

2
SFML projects / Re: Seiken Densetsu/Mana Fan Game [WIP]
« on: February 05, 2013, 05:43:06 am »
I really want to play this, but I can't, as its telling me that the TextParser cannot be found.

3
SFML projects / Re: My current project using SFML
« on: February 05, 2013, 05:22:30 am »
Quote
In the future you could have multiple characters. On could be the "sit back and camp" kind of guy with its damage being very small. On the other hand, you could have a character with very little range that does much damage.

I need an archer.  That would be cool..  Then the campers would be happy. :)

4
SFML projects / Re: First sfml gave, very basic!
« on: February 01, 2013, 07:19:37 am »
Hey thats fun.  The blues float around while the reds make a bee line for you.

If you hit one are you supposed to die?

5
SFML projects / Re: My current project using SFML
« on: February 01, 2013, 07:03:21 am »
This speed thing is really getting the best of me.

Ive implemented a system of blood that flies out of the player when they get hit.  After a short animation it lands on the ground and stays there.  Its kinda cool actually because you walk around and see the damage that the skeletons did to you.  I'm working on a death animation for the enemies, the fact that they just disappear bothers me.  Since i have the decal class that does the blood its simple now to have the enemies respond in kind.

The shooting while moving was a design choice.  I felt that by allowing the player to shoot while standing still turned the game into a shooting range, and not a "go get em" type feel i wanted.  I didn't want them to sit back and camp.  I wanted them to get into it and charge the skeletons.

Thanks for the compliment on the artwork, but its not mine.  I got the tile set from here: http://pousse.rapiere.free.fr/tome/.  I tried contacting the artist, but the email link is dead.  :-\

6
SFML projects / Re: My current project using SFML
« on: January 29, 2013, 06:03:01 am »
Thanks for your help. 

I read somewhere that its generally a bad idea to slow the system or have the system pausing.  This makes sense i think as you want as much performance as possible from the computer, and having it pause is a waste.

7
SFML projects / Re: My current project using SFML
« on: January 28, 2013, 06:18:50 pm »
I added a check at the end of the loop to see if the time elapsed was less then 32, if it was then pause for 32 milliseconds. Is this the correct way of doing it?  I didn't use system("PAUSE"), but rather a home brew function that loops until a specified time has been reached.  Come to think of it the function uses GetTickCount, part of the win32 library... i might have to change that.

Also, is there another way to slow the game down without limiting the FPS?

The zoom centers on the player, i don't know why it was not coming back centered.  If you click on a different spot the camera will change locations, causing the zoom to no longer be centered on the player.

In all honesty though, zoom and "pan" were not intended to be release with this build :).  I uploaded a newer version.

Thanks for trying it...  I am still working on it.  Your comments are appreciated. 

8
SFML projects / My current project using SFML
« on: January 25, 2013, 09:27:25 am »
Hello!

Wanted to share the current project I am working on entitled The Dungeon 2: The Key of Antioch.  Its a sequel to the first Dungeon, and the demo is really just a playable mini game of an aspect of the whole project.  Since I hit a milestone I thought it might be cool to whip up a little game and demonstrate what I have been working on.

So...

Take a gander at my web page, and download!


9
General / Re: VS2012 Linker(DLL) Error
« on: January 25, 2013, 08:58:05 am »
the pdb file is a microsoft debug tool.  It has nothing to do with SFML.

10
SFML projects / Re: Sea sandbox, a procedural sandbox based sailing game
« on: January 24, 2013, 07:26:40 am »
Thats looks fun.  You used perlin noise to create the height map then tinted the color of each tile by the value of the height map?

11
Graphics / Re: Using the Alpha Value embedded in an image file
« on: January 23, 2013, 12:09:56 am »
Thanks for your help.

12
Graphics / Re: Using the Alpha Value embedded in an image file
« on: January 22, 2013, 06:54:56 pm »
Thanks. I was looking through the documentation about SOIL, but it didn't mention that PNG supports RGBA, only TGA, so i was trying to use TGA.

Just a question, but do i need to enable blending, or can i remove that?

13
Graphics / Using the Alpha Value embedded in an image file
« on: January 22, 2013, 06:00:46 pm »
Hello,
How do I render an image that has RGBA values?  I would like to utilize the transparency i created in my paint program, but i am unsure how to use OpenGL. I know that there is a blend mode, and that utilization of OpenGL is simple in SFML since OpenGL is the backend, but i'm not sure which blend mode, or which function i should use.

I added this code after the ceation of my window:
sf::RenderWindow window(sf::VideoMode(800, 600, 32), "SFML works!");

        glEnable(GL_BLEND);
        glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_DST_COLOR);
        window.pushGLStates();
 


If somebody has a link to a tutorial that would be awesome as I don't even know what this is called.  :(

14
Graphics / sf::Text Disappearing after displaying once
« on: December 20, 2012, 02:31:14 am »
Hello,

I am trying to display the frame rate of my loop, but the text keeps disappearing after displaying once.  Here is my initialization code:

    sf::Text text("hello");
        text.setFont(sf::Font::getDefaultFont());
        text.setCharacterSize(30);
        text.setStyle(sf::Text::Bold);
        text.setColor(sf::Color::Red);
        text.setPosition(10,10);
 

and the draw code:

        textcoords = text.getPosition();
                text.setPosition(window.convertCoords(sf::Vector2<int>((int)textcoords.x, (int)textcoords.y)));
                End = clock.getElapsedTime();
                ElapsedTime = (End.asMilliseconds() - Start.asMilliseconds())/1000;
                text.setString(ElapsedTime);
                window.draw(text);
 

I am under the impression that I need to convert the coordinates to local space, and I think I am doing this correctly. 

Thanks for the help.

Patrick

15
Graphics / Releasing the Texture
« on: December 17, 2012, 04:57:41 am »
Hello,

Lets say that I want to reuse the same texture object, but load anther texture from memory.  If I load another from memory, does the function release the existing texture?

sf::Texture t;
t.loadFromFile("pic.bmp");

//...stuff

t.loadFromFile("pic2.bmp");
 

does the second call to sf::Texture::loadFromFile(...) release the existing texture in memory?

Patrick

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