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Messages - Grimshaw

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376
Graphics / Re: Are shapes even drawable in 2.0...?
« on: July 14, 2012, 08:12:53 pm »
Relax guys, it is always a pain the ass when a working sample doesn't run as expected..

It is already hard to grasp a new API concepts, let alone when there is something wrong with your system..

SFML comes with a great API and functionality, and also the community is decent. Don't judge everyone by such a petty detail..

The guy who made the topic could have elaborated a little more, without a doubt, and of course the answer is of corresponding quality(of course it didn't need to be a little condescending..)

Anyway, lets focus on solving his problem... That's what matters.. Not rage-comments that don't make technical sense, like API ugliness... Cmon..

377
SFML projects / Re: Looking for a newby partner(s)
« on: July 13, 2012, 11:24:40 pm »
Or they could pickup a small scale adventure/rpg where one could plan stats for character , weapons, buffs, enemies and implement them in some text file format.

Other could do the actually coding of making these systems work together, even two people. Then make people complement that rich content with graphics and sound.

It's at least something to show in the end ;D

378
SFML projects / Re: Looking for a newby partner(s)
« on: July 13, 2012, 11:09:56 pm »
i can suggest to look at terraria http://www.terraria.org/

Why? Is this some kind of publicity? :)

379
SFML projects / Re: Looking for a newby partner(s)
« on: July 13, 2012, 10:09:20 pm »
Why more people? I advice that you have a project adequate to the team size. If its too short, you can't really make it a learning experience for everyone in my opinion...
Unless perhaps that you record all the process with commentaries for the others to see..

Pick something a little bigger perhaps, which can be modular, so each task is well defined and can be assigned to a person, who will have leadership over the task.

It is not easy to get right, but if you had a well defined protocol between you, on how things fit together, each could work in a part of the game, under defined constraints.

380
General discussions / SFML in Android with the NDK
« on: July 08, 2012, 01:13:27 am »
Hello,

I decided to make this post to share my experience while converting my engine from sfml normal use to a full cross-platform solution. Mainly about the things that came in the way.

1 - Main function

No more main function as you need a thin Java layer to interact with your native code, and the activity lifecycle is controlled by the Java.

2 - Asset managing

The usual way to have assets is to pack them in the /assets/ directory in your APK, and they are inside a zip later in the device. There are tricks to read them with FILE* but you need to be really carefull.

3 - Sound

In android ndk, you can use OpenSL ES for sound, but its not recommended as it adds trouble and only supports android 2.1+ if im not mistaken. Java sound access would be better, and that means sf::Sound stuff won't do.

4 - Graphics

OpenGL ES is a must, and must be conditionally compiled along with OpenGL if you want cross-platform apps. Also GLU is not available in android, but you may use GLUES, which is handy.

I can complete this list with more detail and items if you find it interesting, as i've passed through all major porting issues so far, i'd say. This is just to mention that porting to android is not going to be that simple as changing the rendering code.

Hope it helps


381
SFML projects / Re: Parabola Engine is now on Android!
« on: July 04, 2012, 04:19:12 am »
Just uploaded a new version.

A tool to create Apk packages and pack assets into it automatically has been added.
A sample has been added, with basic graphic functions.
Few tweaks in the engine.

Also, a PDF manual is being written, you can download a early version from GitHub, link in the readme.

Please report anything you notice wrong, all feedback is appreciated.

Finnaly, i'd like to request some guidance on how to setup a tool like Cmake or Premake(?), since even though the libraries are working well and nice for Visual Studio, not all people use that and it would be nice to support more platforms...

Thanks

382
SFML projects / Re: Parabola Engine is now on Android!
« on: July 02, 2012, 09:25:02 pm »
Just published in GitHub a more recent version with android support :)

383
metazoa@live.com.pt

Its my msn contact, we can talk now and then if you want :)

384
SFML website / Re: Create a tutorial section
« on: June 22, 2012, 02:40:39 am »
What you need is really general C++ knowledge, if you can't put data together, you shouldn't be looking at games just yet :)

385
Window / Re: How you are supposed to close the window correctly?
« on: June 21, 2012, 02:50:27 am »
Is there still people using goto with C++ these days? :oooooooo

386
SFML projects / Re: Endaeva - A Universe-Sandbox RPG!
« on: June 21, 2012, 01:57:54 am »
There are 10$/3month hosting around, for a simple web it should do :p

I'd like to add, the game name is amazing :D

387
SFML projects / Re: Parabola Engine is now on Android!
« on: June 19, 2012, 03:49:45 am »
On the behalve of this project, and as a little proof im not tricking you guys, here you have some proof :)

Follows a couple of screenshots taken directly from a Samsung Galaxy Gio, running a game i am working on, while developing the engine.




It runs as well on the pc, just the same! And you can see with your own eyes! Just please note that the PC version is a slightly older build, its not entirely equal :)

PC Version download: http://www.mediafire.com/download.php?9py1t02cpset69l
Android Version download: http://www.mediafire.com/?1p95z9104oj8x89

Also, i've made a few utilities to manage the android project stuff, soon you will be able to deploy in android so easily your own apps!

By the way, that APK comes with Airpush SDK integrated already, if you are connected to the internet it may issue a test notification, even though it is not a real ad, i hope you don't find it annoying.

Any feedback is welcome!

388
SFML projects / Re: Parabola Engine is now on Android!
« on: June 18, 2012, 11:17:49 pm »
Yes libRocket is a part of the engine :D

Android compiler is a GCC in a way, and i did compile for mingw a while ago, it should work without issues as is :)

Sorry for the lack of releases, i am working on it as good as i can :)

389
SFML projects / Re: Parabola Engine is now on Android!
« on: June 18, 2012, 01:29:24 pm »
I basically replicate functionality in SFML, while mantaining portability, with some different approaches here and there.

Comparing to what Parabola Engine was before android, the features missing are more or less:
Sound
Text Rendering(works for libRocket only)
Particle System rendering
Some more easy stuff

I think soon I'll have again a complete software :) And sooner a build for you guys to play with.

390
General / Re: Visual Studio, #include with SMFL problems.
« on: June 13, 2012, 05:20:40 pm »
LOOOOOOOOOOOL :)

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