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Messages - Haze

Pages: 1 ... 6 7 [8] 9
106
SFML projects / Falling Rocks! (demo inside)
« on: October 12, 2011, 10:55:01 pm »
I love this game!
The old-school graphics look very good and coherent.
I got 900 points and something.

Feature suggestion: you should store the high score and display it somewhere.

EDIT: got 2029  8)

107
General / Can't get SFML to work
« on: October 06, 2011, 11:33:35 pm »
As stated in the beginning of the tutorial, SFML is not compatible with the old version of Mingw used by codeblocks in its default installation.
You can download this more recent version of Mingw (replace the old one used in your codeblock installation to use it).

108
General discussions / Re: Tutorial - Window - Handling Events
« on: October 04, 2011, 04:50:17 pm »
Quote from: "Mind Calamity"
[...] when he presses the escape key :

OLD API:
Code: [Select]
while (App.GetEvent(Event))
{
    // Escape key pressed
    if ((Event.Type == sf::Event::KeyPressed) && (Event.Key.Code == sf::Key::Escape))
        Running = false;
}

NEW API:
Code: [Select]
while (App.PollEvent(Event))
{
// Escape key : exit
if ((Event.Type == sf::Event::KeyPressed) && (sf::Keyboard::IsKeyPressed(sf::Keyboard::Escape)))
App.Close();
}


This part confuses me, I'm pretty sure you just need to check the key code in the event structure, as you do in SFML 1.x.
I would rather write :
Code: [Select]
if (Event.Type == sf::Event::KeyPressed && Event.Key.Code == sf::Keyboard::Escape)
It seems to me that the purpose of sf::Keyboard::IsKeyPressed is to retrieve real-time inputs, outside the PollEvent loop, as you did with the sf::Input class in SFML 1.x.

109
SFML projects / [RELEASED] SFMLUploads.Org
« on: October 01, 2011, 08:49:36 pm »
I've just signed up, the site has a clean design and is very easy to use.
Congrats for the good work.

110
Feature requests / Remove texture from sprite
« on: September 28, 2011, 05:36:59 pm »
Quote from: "Laurent"
With the new API your problem will even disappear: typically, for particle systems, you'll use the low-level API (sf::Mesh) rather than sprites and shapes.

Sounds great :) Thanks for these explanations.

111
Feature requests / Remove texture from sprite
« on: September 28, 2011, 02:25:23 pm »
Quote from: "Laurent"
Both have the same rendering complexity.

Good to know!

Quote from: "Laurent"
Sprites (and texts and shapes) are lightweight objects, they have almost no internal data. You definitely don't need a pool for them, you're just adding complexity for no gain.

(off-topic) Am I? I was referring to my own sprite-based particle system, this memory pool was meant to avoid tens of thousands sprites allocations/deallocations and heap memory fragmentation, while the game I'm working one is hardly displaying more than ~2000 sprites at the same time.

Quote from: "Laurent"
This inconsistent behaviour will be fixed in the new API, you won't be able to use texture-less sprites :P

Well, I guess that settles my problem!
I'm also curious about this, are you planning to remove the default ctor?

Quote from: "Nexus"
But that's exactly sf::Shape's task, sf::Sprite requires a texture.

Got it, I will stick to sf::Shape now.

112
Feature requests / Remove texture from sprite
« on: September 28, 2011, 01:54:39 pm »
Quote from: "Laurent"
you would set the sprite's size with a call to SetSubRect -- but a subrect of nothing.

Nope, I would use sf::Sprite::Resize !

Quote from: "Laurent"
Why don't you use a sf::Shape instead?

1. When you just need to display a plain colored, border-less rectangle, I find sf::Sprite more convenient than sf::Shape (and aren't they lighter?). That's quick and easy :
Code: [Select]
sf::Sprite sprite;
sprite.Resize(10, 10);
sprite.SetSolor(sf::Color::Red);

But once you set a texture, you cannot go back to the previous behavior.

2. Also, let's say I'm using a sf::Sprite memory pool, some sprites use a texture, the others don't. I would like to "recycle" a textured sprite into a texture-less one.
I understand that sf::Sprite were meant to be used with a texture, but the API allows us to use sprites without any texture, until sf::Sprite::SetTexture is called...

113
Feature requests / Remove texture from sprite
« on: September 28, 2011, 12:37:56 pm »
I would like SFML users were able to remove a texture from a sprite, because sometimes a plain colored rectangle is just what you need.

I am thinking about something like :
Code: [Select]
void sf::Sprite::RemoveTexture();
or maybe :
Code: [Select]
mysprite.SetTexture(NULL);
by using a pointer instead of a reference.

114
General discussions / Isometric map in SFML
« on: June 24, 2011, 11:30:20 pm »
I haven't finished reading it yet, but it seems very interesting, thank you!

115
SFML projects / CosmoScroll - space shooter game
« on: June 24, 2011, 01:41:56 am »
Quote from: "KasHKoW"
How many people were on the team? How long did the project take?

The first version was released back in 2008, at this time 2 people were involved, now I'm quite alone :)
It's hard to estimate the amount of time spent on it during almost 3 years, I would say about 4 months.

Quote from: "KasHKoW"
Lines of code for this project?

CodeBlocks says 7000 lines (without comments and empty lines)

Quote from: "KasHKoW"
Is everything original?

Code and graphics are original, sounds come from freesound.org, musics come from modarchive.org.

116
SFML projects / CosmoScroll - space shooter game
« on: June 20, 2011, 09:23:22 pm »
Now also available for Mac OS!

117
General / Build for Linux
« on: June 05, 2011, 12:00:03 am »
You'll need to install a Linux operating system, and build your application on it.

118
SFML projects / CosmoScroll - space shooter game
« on: May 27, 2011, 05:25:01 pm »
It's been a long time without any updates, so here a new version!

What's new in CosmoScroll 0.3 ?

  - Arcade mode:
    * you can now upload your score on Internet, and see other online high-scores.
    * more balanced: difficulty increases over time

  - Story mode:
    * Now 8 levels, with additional mini-bosses for more challenge
    * Unlock the "hardcore mode" by completing all the levels

And there is also a bunch of minor improvements :
- more power-ups
- more weapon sound
- new GUI, prettier and easier to use
- bug fixes...

Download CosmoScroll 0.3 :

As usual, your feedback and feature proposals are welcomed.
Have fun.

119
SFML projects / M.A.R.S. - a random shooter
« on: May 27, 2011, 12:56:32 am »
Awesome game, one of the best sfml-based I've seen.
I especially enjoyed the gravity-logic-stuff, it's really impressive when playing in "Grave-itation Pit" mode.

Some suggestions:
Why limit the map to the screen size ? It's quite narrow and it's confusing sometimes with all these ships and planets in the same little place. You could make it larger than the screen and keep the view centered on the player.


Also, nice work on the GUI (tabs, color picker, ...), it's very clean and easy to use.

120
SFML projects / CosmoScroll - space shooter game
« on: March 16, 2010, 09:29:46 pm »
Quote from: "rahul8590"
I was wondering , if your could provide ur valuable suggestions on how to go about game programming .

Since , i am acquainted with OpenGL , and i have build a normal ball game which i call it as SAve The Ball . i wanted to add some music at the background , i have no idea on how do i go about doing it . i would be glad if you could help me out.

Thanks! I'm not an expert in game designing (there are way more impressive SFML projects than mine), but you can PM me if you have any questions.
Also, playing a background music is a very easy task, thanks to SFML, you should read the tutorial.

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