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Ok, I updated the code now, it is the one from the tutorial exactly now, nothing changed...

As far as I can tell, I did a fairly good job following those guide lines... a few mistakes though...

Yes. Yes Levels size and the two args match. PNG.

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Graphics / How do I organize my Tileset based on the Tile Map example
« on: June 03, 2014, 04:47:29 pm »
So I have a Tilemap, and it works... if I am only loading one Tile. As soon as I try to load more than one(Example 1 results in only one, very distorted, tile loading      Example 2 results in crash), it doesn't work.

Here are two ways I thought would work, but aren't for me... any ideas?

Code: [Select]
//Load First Tile
if (!Map.Load("Tile Location", Vector2u(32, 32), Level, 16, 16))
    return -1;

//Load Second Tile
if (!Map.Load("Tile2 Location", Vector2u(32, 32), Level, 16, 16))
    return -1;

Code: [Select]
//Load 1 Tile sheet, 256x256                   //I Have also tried 256, 256 here
if (!Map.Load("Tileset Location", Vector2u(                           32, 32), Level, 16, 16))
    return -1;

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Graphics / Re: 2D World Questions
« on: June 02, 2014, 11:19:15 pm »
BaneTrapper, Thank you very much, that is almost perfect for an explanation! It makes sense now that if I made more tiles then the map would fill the screen and more, for some reason that never crossed my mind though.

G., Thank you too! That visual is actually really helpful.

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Graphics / 2D World Questions
« on: June 02, 2014, 04:52:52 pm »
I am a bit confused on how the 2D world loading works...

I have seen a few topics and even some of the documentation kind of points towards the fact that you can load stuff off screen and have the character move around in the world and the view will uncover more of the world; however, when I try to load a sf::Sprite with a map texture, it only covers a corner of the screen.

As I was reading through the Documentation, about views, I noticed it said something about the 2D world, and that the view can move around it, but I don't really understand how to render the "World" do you do that with a texture and sprite or something? Is there a Doc about it someone can point me to?

Additional (Probably useless) info:
    I did create a Tile Map, I get how to do stuff like that, I just don't under stand how I create a Tile Map or something and have it be larger than the screen and the player can move around... I hope any of this makes any sense at all.

5
Graphics / Re: Gve an sf::view a set size?
« on: May 31, 2014, 12:50:03 am »
I have been nothing but kind here; however, it seems that this community is full of anti-productive jerks. I try to explain problems clearly, I did some searching first, but communities are there for reasons, to help. The help section is there for a reason, to help. Pawing through all of the API documentation takes much longer than simply asking for help. In the help sections, you know, what they are for.

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Graphics / Re: Gve an sf::view a set size?
« on: May 30, 2014, 11:57:34 pm »
Instead of starting a new thread, this is semi related. Is it possible to have more than one view, or a more specific example, a background covering the whole window then a view which is the map, then a view to the side of the map, which would serve as an inventory section?

Simply put:
    Can I have more than one view active at a time?

7
Graphics / Re: Gve an sf::view a set size?
« on: May 30, 2014, 11:53:59 pm »
I apologize, I made an error when implementing it. The title "Showing more when the window is resized" also threw me off a bit. I got it now though thank you.

8
Graphics / Re: Gve an sf::view a set size?
« on: May 30, 2014, 05:57:28 pm »
This actually does nothing...  or the same thing done by default. Which is the opposite of what I wanted, I want it to not scale itself.

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Graphics / Gve an sf::view a set size?
« on: May 30, 2014, 05:02:43 pm »
I was wondering if it is possible to set the size of a view and when the window is resized, the view does not change with it, I read through the API Doc and googled, and found nothing. I hope this was clear, thanks in advance.

10
Graphics / Re: Tile Map Tutorial Error
« on: May 30, 2014, 04:05:08 pm »

That's not an error, that's a warning that you're implicitly converting one numeric format to another, which could affect the correctness of the number. A quick Google search of the message would have helped you find out more information.

Ahhh, ok, thank you. I looked through my Debug Log and found that this is what is actually stopping the build:
Code: [Select]
1>LoadMain.cpp(26): error C2108: subscript is not of integral type

Well now we have the error, what was the code again?

The actual error, shown above, comes on this line:
Code: [Select]
int tileNumber = tiles[i + j * width];

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Graphics / Tile Map Tutorial Error
« on: May 30, 2014, 03:46:30 pm »
I am getting the following error on several lines when I follow the tutorial for a tile map, at first I thought I might have typed something wrong, but after copying a pasting it, I got the same error.

This is the error:
Code: [Select]
1>LoadMain.cpp(36): warning C4244: 'argument' : conversion from 'unsigned int' to 'float', possible loss of data

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