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Messages - Xornand

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46
General discussions / Re: CLion - A new IDE from JetBrains
« on: September 08, 2014, 08:37:17 pm »
I think they develop it primarily in Java.

47
General discussions / CLion - A new IDE from JetBrains
« on: September 08, 2014, 06:59:58 pm »
Although not necessarily related to SFML, it'll certainly be interesting to those developing in C++.

JetBrains (the company behind the famous ReSharper plugin for VS) released an early access preview of their brand new IDE for C/C++. It supports both GCC and Clang compilers and uses CMake for project files.

You can read more about it here and here. I literally just installed the IDE and it looks quite promising so far.

48
Graphics / Re: How do I use Spite Sheets to animate something in C# SFML
« on: September 05, 2014, 08:01:02 am »
The simplest way (although arguably not the best one) would be to load the entire spritesheet as one image and store it somewhere where it can live for the duration of the game. Then, each entity/character that you want to render would have a Sprite object with the texture set to that spritesheet and texture rect set to the specific part of that texture (a single frame). If you want the character to animate, simply set new coordinates for the texture rect (to the corresponding new frame), every X amount of time.

49
SFML projects / Re: Vagante is now on Kickstarter!
« on: August 30, 2014, 07:57:31 pm »
The game looks awesome. I like the graphics style and the music. It seems like this will be a very solid product once it's finished, so I am definitely looking forward to the release.

I was wondering about the use of SFML. Could you disclose which specific modules are used by the game?

50
Feature requests / Re: Provide sf::to_string() overloads for SFML types?
« on: August 26, 2014, 10:59:51 pm »
I personally don't see much value in it, as you can just set breakpoints in the code and see the contents of each variable directly in the debugger.

51
Graphics / Re: Having trouble black lines with tilemaps - again
« on: August 25, 2014, 12:16:31 am »
The lines show up when you apply a view whose central coordinates aren't whole numbers. In order to fix it, round up the coordinates of the view before applying it to the render window.

52
SFML projects / Re: The 8-Bit Encounter - My Open-World 2D Game Demo
« on: August 10, 2014, 10:16:16 pm »
Just a quick update.

I just released an updated Alpha version - 0.3.1, which adds controller support. Also, from now on all the interactions within the game world must be initiated with the "action button" (Enter key/A button).

The initial post contains the updated Changelog and links to the binaries.

53
I want to create a game and then sell it for a bit pocket money.
But is this posible with SFML or is there a better alternate for SFML?

I dont want to leave SFML because it has graphics, audio, network... and it's easy to use :D , so should I give a try?
Unless you're building a triple-A 3D game for a console, choosing SFML or SDL (or any other established, high level library) won't have much impact on the quality of the game you want to make.

54
SFML projects / Re: RoD: My first attempt at a roguelike!!
« on: June 24, 2014, 12:22:45 am »
The next item I want to do is create a "Play" button and a "Quit" button on the menu screen. Then link the "Play" button to start the game. This is where I need some help.

Could some of you guys suggest me some ideas on how to make this button? I have thought about using a sprite and using the mouse to check if clicked within the area of the sprite to activate the button. Any thoughts?
What you described is pretty much the simplest way to implement it.

You can also create a special Mouse Event Handler to which you will register the callbacks of each button for hovered and clicked states, along with its FloatRect from the texture. Then, every time a mouse event occurs (polled from the RenderWindow), the handler will iterate through all the registered buttons (in this case, just their rects) and based on whether the mouse coordinates are only contained within the rect or if the mouse button is pressed too, an appropriate callback will be called.

55
SFML projects / Re: The 8-Bit Encounter - My Open-World 2D Game Demo
« on: June 23, 2014, 11:01:15 pm »
I want source :S
Not planning on releasing the source anytime soon. Although, I will release the .lua source for the demo level once I agree on the final scripting API (which will hopefully happen with the next major version).

Is there a particular reason that the music fades whenever you collide with something?  It got pretty irritating after a little bit, but I'm not sure if it's a glitch or you did that on purpose.
Does it fade? Normally you should just hear the "bump" sound. The music is untouched code-wise. If possible, could you attach a short recording of when it happens?

56
Feature requests / Re: System specs
« on: June 16, 2014, 09:17:03 am »
IMO, it would be a nice addition. Something like that is already supported by SDL, so SFML implementing such functionality would seem like a natural approach.

Quote
point: check if game can run of that system
And what if not? You quit with a nice error message? :P
You can also use the specs for auto-configuration of the program's settings.


57
SFML projects / Re: Noodle - Game Framework
« on: June 15, 2014, 07:15:13 pm »
Sounds interesting. How much of the C++ implementation are you planning to expose to Lua and how will you deal with Lua to C++ overhead when passing data back and forth?

Also, good choice on Selene. I found out about that library recently and it seems very clean and simple. If I hadn't already gone for LuaPlus with my engine some months ago, I would have definitely picked that one instead.

58
SFML projects / Re: Feedback wanted - Simple Gravity Game.
« on: June 15, 2014, 02:19:15 pm »
Really fun game, although a bit unforgiving :D I like the clean and minimalistic style. Keep up the good work!

59
SFML projects / Re: The 8-Bit Encounter
« on: June 14, 2014, 08:22:52 am »
I know, that's how I was doing it initially for internal testing. However, when it comes to public distribution, I prefer the other approach because I'd like to keep my game directory clean and simple (keeping the amount of .dll files to a minimum). Releasing the redistributables as packages is also the recommended way because it enables auto-updating.

60
SFML projects / Re: The 8-Bit Encounter
« on: June 13, 2014, 07:20:29 pm »
Alpha 0.3

A new version of the engine (along with the updated The 8-Bit Encounter) has been released!

Changelog (between 0.2 and 0.3)
  • [FIXED] Collision detection wasn't sometimes accurate enough
  • [FIXED] Velocity for diagonal movement was too fast
  • [ADDED] Day and night cycle
  • [ADDED] "Interriors" with specific lighting can now be defined in the map editor
  • [ADDED] Cutscene mode for in-game scripted events (while in the mode, the dialogues can be skipped by pressing Enter)
  • [ADDED] Music fading functionality
  • [ADDED] In-game message boxes
  • [ADDED] In-game dialog boxes
  • [ADDED] Interactive menus
  • [ADDED] Multi-line dialogues
  • [ADDED] Splashscreen
  • [ADDED] Various adjustments to the tech demo

For new screenshots and download links, see the opening post.

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