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Messages - Grimshaw

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361
SFML projects / Re: Parabola Engine is now on Android!
« on: August 04, 2012, 05:19:07 am »
I have still no idea how to prepare CMAKE for my projects and i don't think it will work for android so easily, at least how i build my projects usually. Good thing to do in the future.

362
SFML projects / Re: SFML Light System - Let There Be Light
« on: August 04, 2012, 12:44:17 am »
Okay, the new lighting system idea sounds perfect!

Can you leave a little room for extending? I would want GL ES rendering as well, even if i have to implement it :)

363
Graphics / Re: My game run really slow when using sf::Text ? : (
« on: August 02, 2012, 04:15:28 pm »
Try updating Visual studio to its latest version, if the sfml libraries are compiled under a slightly different version it may work but add addtional weight to the debugger..

Just babbling here, can be many things..

364
Graphics / Re: My game run really slow when using sf::Text ? : (
« on: August 02, 2012, 03:14:29 pm »
When you run it from Visual C++ the debugger is usually attached to the executable, that may be the reason of the slowdown. It should not have this kind of impact nevertheless...

Even when you restart your machine it doesn't work better? What kind of hardware do you have?

365
SFML projects / Re: SFML Light System - Let There Be Light
« on: July 30, 2012, 12:39:21 am »
All cpu so far if im not mistaken.

366
SFML projects / Re: SFML Light System - Let There Be Light
« on: July 29, 2012, 08:57:44 pm »
Lolz123 I have a very big thing to ask you.

As you may know i support a cross platform engine, with mobile support etc.
I wanted to use your library along with it, but it will only be possible if you separate the render from logic, so i can easily extend and write a GLES renderer.

Is that something possible for you to do? You would see your work in iOS, android etc :P

367
SFML projects / Re: Parabola Engine is now on Android!
« on: July 28, 2012, 12:43:10 am »
Just to say ParabolaEngineSDK has made its way into iPhone and browsers :)

More info soon!

368
SFML projects / Re: 2D Platformer + Game Engine using OpenGL+SFML
« on: July 28, 2012, 12:40:28 am »
This project absolutely deserves a light on it! Keep going and keep us posted :)

369
Feature requests / Re: Make OpenAL32.dll invisible
« on: July 25, 2012, 10:15:22 pm »
Another option is to move the DLL to the default lookup directory which should be C:\Windows\system32

Then you dont need to have the dll there.

But i warn you, this is a messy solution.. You still need to make sure the DLL is installed on the system and there will be a mess if more than one version of it is required by the softwares.

370
SFML projects / Re: Cloud Wars - WIP
« on: July 18, 2012, 03:07:47 pm »
What?!! Sick! Amazing :D:D:D::D

371
General discussions / Re: SFML API ugliness
« on: July 17, 2012, 03:09:03 am »
Laurent started this thread to have a proper place to discuss it.

Anyway, quit the discussion, an opinion is always good, but it is not necessary to force him to give his.

Lets just quit this and make good software instead :)

372
SFML wiki / Re: [Wiki] How to change your cursor
« on: July 16, 2012, 12:33:43 am »
Wow nice tutorial. I really think the effort to make it is worth it :)

You deserve a cookie. here.

373
General discussions / Re: SFML API ugliness
« on: July 15, 2012, 09:00:57 pm »
Lets not instigate more war.. And be productive instead..

This thread is not really about improving anything anymore... Programmers tend to be a little less than flexible, and a lot of them really believe there is only one way to do things right, even when those beliefs are just a matter of philosophy.. We see that in teachers, co workers and everywhere else. We have apple, windows and linux defenders, among many others, and fans for about anything who aren't likely to ever agree on one single opinion..

I just don't think we are building something good from this thread.. If good constructive comments were to appear, that would have already appeared...

374
SFML projects / Re: Looking for a newby partner(s)
« on: July 15, 2012, 04:17:44 am »
I 'd say not to stick too much to space invaders, for a group like yours to suceed, you are going to need a lot of MOTIVATION and DYNAMISM between the group. I think those are the key, as the project leader usually keeps working alone after something, because others didnt feel motivated enough.

I think its kind of the same feeling a parent has towards his son :)

Discuss between yourselves what is the medium of everyone's decisions, do something feasible. An RPG is nothing special if you keep it simple.

When people say a RPG is tricky to make, its really about complex inventories, too many items to fill them, too many weapons and customizations, multiplayer perhaps.

Stick with me, if you had in your mind to start a RPG.

1 - Tile maps or sprite placement - Just use a premade editor and parse that file. Absolutely doable.
2 - Physics, add a basic quad collision system.
3 - Make easy to parse xml or anything else formats to specify your content
4 - Make a base entity, and derive it to player and enemy, and spawn some of those.
5 - Deduct hp, earn gold on kill

This may not seem a deep planning, but if you stay focused and work with your mind in place, each of the tasks is very doable in a few hours, depending also if you make wise choices on how to approach issues like the tile map format(thinking TMX as a good example for example, theres tutorials).

The numbers game is funny but once you do a few of those you certainly gain a lot of experience and something like becomes too easy for you, logically speaking. I bet you can do that game in 30 mins instead of 4 hours when you grasp the logic better :)

375
Graphics / Re: Are shapes even drawable in 2.0...?
« on: July 15, 2012, 04:08:12 am »
Quoting Laurent, and this is why this IS the library to use without a doubt. Where do we get more people like this? :)

Cheers

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