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Messages - willm127

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Anyone know how this affects Macs? I'm on a 2013 Macbook Pro that uses a built-in Intel Iris.

I also find that the game stutters every ten seconds or so, whether the game is running with vSync on or off.

Thanks for the info!

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General discussions / Re: IOS support?
« on: April 26, 2017, 04:16:37 pm »
Awesome! Good job finding that! I'll have to give it a try, and see if I can get some documentation going once it runs on my end.


Sent from my iPhone using Tapatalk

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SFML projects / Re: Star Feuds
« on: October 17, 2016, 07:25:40 am »
Thanks! To be honest, not anytime soon. There are quite a few bugs that would take a few hours to work out. Not only that, the only PC that I have is a super old one that takes ages to do anything with. And lastly, there seems to be a bug with mt19337 where one of the necessary components has a bug on on Windows.

Sorry about that, but I for sure will try to develop these games with both platforms in mind.  :D

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SFML projects / Star Feuds
« on: October 13, 2016, 07:09:46 am »
Hi everyone!

I completed this project back in April, and completely forgot to post it here! It's called Star Feuds and it's basically a Space Invaders clone for the modern world. And I say that because unlike the source, this game has a cool story, awesome music, and new game plus. Anyways, download it for free through here: http://www.willmolina.org/portfolio/#Star-Feuds

A couple of things: This is my first time using Kairos and some particle effects I found in the SFML Github, and so you might encounter a few things that could break the game. Also, Mac only for now. Thanks!

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General / Re: Strange Movement with Fixed Timestep
« on: September 27, 2016, 10:42:47 pm »
Hapax, just wanted to comment on here and say thanks for all of your help with this stuff. I've used Kairos on my last couple of projects, and it has made such a huge difference! I'm on a Macbook Pro, and even then, I noticed that the game would also stutter, especially when listening to music on YouTube in the background. What fixed the stuttering on my end was adding setVerticalSyncEnabled to the window. Movement is now smooth—even while running YouTube!

Just adding my experience here in case it helps anyone else in the future. If anyone else wants more details, especially for those on Mac, do let me know and I'll add those here.

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SFML projects / Re: [IOS] Get Big - Simple lifting game
« on: July 08, 2016, 08:07:36 am »
No worries, this helps tremendously! Thanks for taking the time to reply! The links will definitely give me a lead on where to look next.

And yes, I forgot to ask about the app when I wrote my initial reply. I followed the link, but all I see is a blank page on the app store. And when I searched for it by name, it also doesn't show up. Do you have another direct link to it? I'd like to check it out!

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SFML projects / Re: [IOS] Get Big - Simple lifting game
« on: July 07, 2016, 02:14:37 pm »
Compiling SFML and Setting up the Environment

Hello!

I realize this thread is exactly(!) a year old, so do let me know if I should just start a new one. I love SFML, and would like to help with the iOS version and documentation. I believe I'm almost there, but I just need help with a few final touches, specifically, adding the frameworks (?) or the include files.

Would you mind telling me how I would go about adding the required iOS frameworks (Foundation, UIKit, etc.), and would you happen to know what the following errors are?



These are the steps I've taken:
  • cmake the master SFML build from github
  • added the iOS bool and set to true
  • added the options for C++11 per the SFML cmake install instructions
  • chose the xcode version
  • In XCode, added the basic template code into my own main.cpp file, and included SFML/Main.cpp

Once I can get the simplest of samples, I would love to begin documentation similar to what the Android version has: https://github.com/SFML/SFML/wiki/Tutorial:-Building-SFML-for-Android

Thanks for your help!

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Audio / Re: How to play several sound effects simultaneously?
« on: May 22, 2016, 05:02:24 am »
Just wanted to thank everyone on this thread for all the answers and suggestions. I was having this same issue, and didn't know that vectors were the problem. You guys rock!

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Audio / Re: [Mac] SFML using deprecated Carbon Component Manager ?
« on: February 09, 2016, 06:57:06 am »
Awesome! I posted a new issue. We'll see what comes of it. Thanks again.

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Audio / Re: [Mac] SFML using deprecated Carbon Component Manager ?
« on: February 08, 2016, 07:54:52 am »
This should be fixed with https://github.com/SFML/SFML/pull/1057. Could you test it? Thanks!

First of all, I'm so sorry I didn't get back to this. Things came up, and I didn't have a chance to look into it.

I added the new OpenAL framework, and it seems to have fixed the huge error message that was coming up. But now, when I tested it with a brand new SFML project with the default template, this is the message that comes up:

Quote
AL lib: (WW) UpdateDeviceParams: SSE performs best with multiple of 4 update sizes (1114)

Hope that helps.

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SFML game jam / Re: Wanna another? (early 2016 edition)
« on: February 03, 2016, 08:04:09 am »
Over a weekend, over two weeks, either way count me in! How do I get notified of new posts to this thread? I guess this reply will do.  8) Can't wait!

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Audio / Re: [Mac] SFML using deprecated Carbon Component Manager ?
« on: January 15, 2016, 07:30:39 am »
Apparently a patch was released: https://github.com/kcat/openal-soft/issues/20#issuecomment-156602570

If you can build OpenAL and test it that would be great as I don't yet have installed 10.11  :)

Hello! I'm new to c++ and SFML, but I'm trying to help out with this. I've cmake > make on the OpenAL master folder, and I'm including a screenshot of the files. How do I go about turning all this stuff into a .framework file so that I can add it to /Library/Frameworks? Let me know, and I'd be happy to test it.

Secondly, I'm getting three other errors:
  • AL lib: (WW) UpdateDeviceParams: SSE performs best with multiple of 4 update sizes (1114)
  • Failed to open sound file "[path]/oh-yeah.aiff" (format not supported) (.aiff files used to be supported, and the current SFML documentation still lists it)
  • AL lib: (EE) alc_cleanup: 1 device not closed

Is it safe to assume that these will be fixed with the Open Al patch? Thanks for you help.

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SFML projects / Re: Screenshot Thread
« on: August 05, 2015, 03:29:15 am »
Just wanted to share Erste and MGS V Clock and MGS V Countdown Timer. More on their project page: http://en.sfml-dev.org/forums/index.php?topic=18746.0.




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SFML projects / Erste and MGS V Clock/MGS V Countdown Timer
« on: August 05, 2015, 03:26:35 am »
Hey guys,

I'm new to the forums, but have been using SFML for about a year now. Back in April, decided to start and finish one project per month. For May, I'm happy to introduce Erste. Erste is German for "First," and I thought it'd be appropriate to name it that as at the time, I was learning that language. Erste is a simple Pong game for two players, and I choose to create this for how its simplicity.



My second game is not a game but a couple of clocks. I'm a huge Metal Gear fan, and I'm super stoked for The Phantom Pain. The Countdown Timer counts down to the launch of MGS on September 1st. The Clock is a simple desktop clock. What's cool about these is that the background image changes every 30 seconds.



They're Mac only for now, but feel free to download them, and read my blog which includes retrospectives on them, over at my site: http://www.willmolina.org/

Feedback, questions, and comments are always welcome!

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