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Messages - Walker

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166
Audio / Alternative audio libraries - suggestions?
« on: March 03, 2010, 06:00:14 am »
Thanks, will try it out tonight. Has a pretty long feature list. I would prefer and open source library though.

167
SFML projects / BreakOut Invaders! a.k.a. "Copyright infringment!"
« on: March 02, 2010, 11:48:16 am »
Hey! Listen! Look!

Just thought I would share my most recent project with everyone.

It is called 'BreakOut Invaders', and as you can probably guess it's a game somewhere between breakout and space invaders.

Features:
    36 unique human screams*
    Innovative "gameplay"
    "Unique" control system
    A "storyline"



The welcome screen.


Game over. I lost.

Please, download it and have a turn. It's only a 1.5MB download.
Download: http://www.mediafire.com/?2oezzeiekyn

If anyone is /really/ interested, I can probably send you some source code, though I don't know how educational my mess will be.

Cheers!

*Derived from three recordings

EDIT: Should probably mention that this was made entirely using SFML in C++ with Code::Blocks. All sounds/music/artwork is/are made by me except the screams, I had a friend record them for me.

EDIT EDIT: I know people have downloaded it. Stop hiding, lol.
Small updates: Can now use S and D (should be AZERTY-friendly?) to control the ship, as well as the arrows.
Also the the credits don't roll anymore when you choose to replay (If anyone WANTS to play it more than once  :lol: )
Link updated.

168
Feature requests / Sound effects
« on: March 02, 2010, 11:19:44 am »
If you can add the reverb, echo and low pass filter, I don't see why you shouldn't. Or did I misunderstand something?

For myself, reverb and echo would be good, useful additions to SFML. The audio package, to me, seems more limited than the other packages. More features now!  :wink:

169
Audio / Alternative audio libraries - suggestions?
« on: March 01, 2010, 09:21:33 am »
Hey guys. I am working on a game right now with levels being generated infinitely.

Anyway, I wanted to have a simple looping melody for "music" and I was going to shift the tempo up each level. As far as I know, OpenAL and SFML can't do this - it is quite a difficult operation (if it can even be done realtime on my hardware, while there is other stuff using my CPU). So I am looking for a different audio library to use. Either one that can change tempo of an mp3/ogg/whatever without shifting the pitch too, or perhaps a library to play MIDI or popular tracker formats, or even a SID emulator or SPC700.

Has anyone here got any experience with anything like this or any suggestions?

By the way, I have thought about having a different loop for each level, but when 15+ levels is a reasonable amount to get through on your first play, this seems a little excessive.

Cheers guys.

PS Sorry for asking for <not SFML> in the SFML forum, Laurent. It handles everything else beautifully :)

170
Window / Switching between windowed mode and fullscreen
« on: February 27, 2010, 08:22:07 am »
I think the only way to do it is to recreate the window. I'm not sure if this will cause issues while you are getting input and moving sprites and things though.

171
SFML projects / articles about coding an Age of Empires like 2D engine?
« on: February 25, 2010, 03:39:22 am »
I'm gonna go right out there and say no.  :)

I have looked for articles on a similar level and they are very hard to come by. I think people don't like to give away all the information, so you can't steal their jobs. Or they just like to be at the top.

I will say to first build a lot of your engine, isometric or otherwise. It seems easier to find articles on isometric tiles than square tiles, but that may be because it is considerably harder to implement.

Once you have something up and running, it may become clearer what you need to do. Ask questions at this stage. gamedev.net is probably a good place to ask.

Remember that in a 2D engine, as well as the height stuff is implemented, it's still just a 2D representation of a 3D terrain. All you have to do is give the illusion that it's a 3D world (whether it's purely visual, or affects gameplay like the disc throwers in C&C:TS).

172
SFML website / Tutorials
« on: February 07, 2010, 07:05:22 am »
I quite like them too :). I guess different people like different things...

I like to learn by experimentation, go through the tutorials (and DO them) and read what each bit does, if you want more info on a particular command/class, look it up in the docs. If there is something in there that just doesn't make sense, search and ask in the forums.

In the tutorials I really recommend doing each bit as it is presented, don't just download the code and run it.

173
General / splash screen
« on: January 27, 2010, 03:31:36 pm »
I imagine you would just want to create a splash screen renderwindow first, delete/remove this one and display your main one. Look for sf::Style (i think) to remove the borders.

I apologise if I'm incorrect, but that's what I would try.

174
General / The 'new' keyword, factory patterns
« on: January 26, 2010, 06:57:54 am »
Thanks, that was the bit I needed. I just didn't expect it to be that simple.

Cheers

175
General / The 'new' keyword, factory patterns
« on: January 25, 2010, 05:02:15 am »
Okay, I think the only bit now that I am unsure of is what sort of container to use to store objects and perhaps the actual create object function in the factory. Does the function return the object?

Code: [Select]
return new Pizza(X, Y);

or

Code: [Select]
object = new Pizza(X, Y);
return object;


What is the correct way to use the 'new' keyword?

EDIT: Okay, I managed to create a new object using a function, and add it to an STL vector, now my question is how do I access one of my stored objects?

176
General / The 'new' keyword, factory patterns
« on: January 24, 2010, 06:30:24 am »
I'm starting to get the basics of this now, thanks for the code example. But I am still missing how to actually keep track of each object that is created.

I'm not sure how to ask my question so I will provide an example.

I want to make a simple program to test the factory pattern. You will be able to left click on the window to spawn an object at the cursor and a right click will delete the object or even allow you to drag it around. Preferably there should be no limit on the number of objects that exist at once (I guess using an STL container comes into this).

I think I understand the creation part, but I don't know how to get from mouse coordinates (or any input) to telling which instance should be edited or deleted.

177
General / The 'new' keyword, factory patterns
« on: January 23, 2010, 05:07:28 pm »
I am trying to learn about object creation and factory patterns. I understand that you have a class that contains functions to create new objects and I would hope it tracks the individual objects somehow.

Does the factory pattern take care of keeping track of the objects? Do you use the new keyword to do the actual creation? I have never used this keyword before. I would like to see an example in C++ and any other tips you may have would be greatly apprectiated.

Cheers

178
General / Noob having problems...
« on: January 20, 2010, 10:51:37 am »
Yes, you worked out the problem I do believe.

It explains where to put each folder/files in the tutorial.

Quote
Copy the SFML development files to your Visual Studio installation directory

    * Copy SFML-x.y\include\SFML to the VC\include directory of your Visual Studio installation (so that you obtain VC\include\SFML)
    * Copy the *.lib files in SFML-x.y\lib\vc2005 (or SFML-x.y\lib\vc2008 if you're using Visual C++ 2008) to the VC\lib directory of your Visual Studio installation


Should work after that. Have fun!

179
Graphics / Drawing to window from a seperate function/tile engine help
« on: January 17, 2010, 12:39:47 pm »
Quote
A lot of people don't care about the code design at all


I have done enough small projects to know (or atleast think) that code design is equally important as the game design as a whole. If you start off with a good, solid code base, things should go much easier once you start adding little features.

You've given me a fair bit to think about now, encasing the entire game in a class for one. I will have to meditate on this a bit.

Do you know any examples of well coded open source games I could look at? The simpler the better, I guess, but built like a larger, more complex game.

Thanks for all the tips, I'm sure I will be back with more questions in a short while.

180
Graphics / Drawing to window from a seperate function/tile engine help
« on: January 17, 2010, 03:26:27 am »
Thanks for the thorough reply. I'm now working on a graphic manager class, any extra tips on the interface for this would be great.

How would you (or anyone) go about drawing the map? I have read many tutorials on tile based games, but none seem to cover the basic question of how to actually build the basic tile engine. Currently I have a nested for loop to work through an array (that will be filled from a file later), I imagine there isn't many choices for this part, but then I have an ugly series of if statements to work out which tile has what attributes and which sprite to use there. Should I make a tile class (probably yes, make a class for everything  :wink:) and what sort of functions would it need? It probably needs a general map class to tell it what to do as well?

You may have noticed that I find classes a bit scary still. lol

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