SFML community forums
General => General discussions => Topic started by: Tegramon on October 03, 2012, 06:39:43 pm
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Hi
I am new to SFML.
I want to make a simple tabletop 2D game that would simulate sort of a naval battle harpoon type of game. I am planning to take it simple. First of all I am trying to make the interface (using libRocket) and am interested on some SFML tutorials. I am using 2.0. Most sfml tutorials are 1.6.
Any new tutorials for 2.0? And I dont mean basic stuff, I know how to make a pong game. I am interested in timers, sprite animation and the like. I found the coding site www.codingmadeeasy.ca but those tutorials are for SFML 1.6.
Any ideas?
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Well if you have SFML 1.6 it's mostly quite easy to port it to SFML 2.
But other than the Wiki (https://github.com/SFML/SFML/wiki), which is maintained by the users of SFML and also holds some outdated tuts, there are only a few handful other sources I know of...
SFML is relatively young and hasn't seen such a big publicity as SDL or similar libraries, so there haven't been people writing tons of tutorials about it, sorry to disappoint you. ;)
As for the game concepts/basics I guess you'll find quite a bit of information on the web and since those topic are rather generic porting it to one or the other library shouldn't be that hard.
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What about the window.GetInput() function?
What can I use instead?
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sf::Mouse Keyboard and Joystick
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Yeah, but I like a method that would be part of RenderWindow.
Is there something like that?
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Yeah, but I like a method that would be part of RenderWindow.
What sense/benefit/value/etc. would it have to you?
Or better said why don't you want to use sf::Keyboard, sf::Mouse and sf::Joystick?
The part that it's independent from sf::RenderWindow is imho a much better design and since the functions of the classes are defined statically you don't have to instantiate an object but can directly use it.
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It would be more easier to translate from 1.6 to 2.0 :)
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It would be more easier to translate from 1.6 to 2.0
SFML 2 is designed to be better than 1.6, not to be "easy to translate" :P
That's the point of releasing a new major version: breaking things.
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I think SFML2 is more easier than SFML1.6 .
Input class is globall (dont need pointer to Window).
Drawable and Transformable are separated. It is not more easy, but you miss a lot of error with that :P
No really, i can not find diffirence for my level ;D. Just name of class and function who change. And a lot of bugs are fixed, and a lot of new bug :P
It is really easy translate 1.6 to 2 and you can use tutorial on 1.6
That's the point of releasing a new major version: breaking things.
Don't destroy higth level class, please :'(
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So any tutorials for SFML 2? I don't know programming in version 1.6.
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Well as far as I know the best tutorials you may find are the already written ones, some in the wiki and questions in the forum, it's not like you have many other choices anyway. Besides with help of the documentation you can easily port 1.6 code to 2.0, it takes a lot of reading sure, but then again there's little if anything more than that.
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So any tutorials for SFML 2? I don't know programming in version 1.6.
I just also started with 2.0 and i watch codingmadeeasy's 1.6 tutorials.
Its actually not that hard to follow when using 2.0.
Yes, there are some code u have to change, but its not that hard to follow and if u get some errors, then u can easily find what syntax you have to change. some good links are here:
http://en.sfml-dev.org/forums/index.php?topic=5343.0 (http://en.sfml-dev.org/forums/index.php?topic=5343.0)
http://www.sfml-dev.org/download/2.0-rc/changelog.txt (http://www.sfml-dev.org/download/2.0-rc/changelog.txt)
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Sorry for reviving an old topic but if anybody is in need of some sfml 2.0 tutorials then you can always check here. I have started a new sfml 2.0 tutorial series.
http://www.youtube.com/watch?v=kAbkFY6lwAY
Currently there's 16 tutorials but there's lot more to come.
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Sorry for reviving an old topic but if anybody is in need of some sfml 2.0 tutorials then you can always check here. I have started a new sfml 2.0 tutorial series.
http://www.youtube.com/watch?v=kAbkFY6lwAY
Currently there's 16 tutorials but there's lot more to come.
http://www.youtube.com/watch?v=YMZmFFJd0Ww
Is it just me or he is doing it wrong?
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He could put every vertices in the same VertexArray, there's not much point to make hundreds of vertex arrays when you could make only one.
The main purpose of this tutorial is (IMO) to show the syntax of VertexArray, and it looks OK. (but it's faster to look at the documentation or the future official tutorial(and I dislike video tutorial about programming))
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The purpose of my tutorials is not to show you the most optimized way to handle code because in different situations you may have to use different optimization techniques. The purpose of my tutorial series is to show the syntax and how to use it then in turn you decide how to implement it into your own code.
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I haven't seen any of your videos so the following is only a general statement about tutorials.
For some such tutorials might be helpful, but the danger with such example/syntax tutorials are, that people will copy the code and will adapt what one teaches them, thus if you show a bad practice, it might end up in their code anyways and blow up at some point. Thus for me it would be important to explain the syntax and then discuss different techniques and show some good practices. Sure it's more time-consuming and one has to plan ahead, but in the long run the viewers will benefit more from it. ;)
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I do understand your point and I do teach different programming practices with other tutorial series' This series is just to teach syntax. Later on I'll be showing them how to implement the code to create a platformer. While designing the platformer they will be learning quality methods in order to use their code but thanks for the suggestions. I'm always open to suggestions :)