Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - spacechase0

Pages: [1] 2 3
1
I just noticed this wasn't working anymore, and apparently it was from the site changing to https. I just uploaded a fixed version. (All I did to fix it was change the four "http:" to "https:".)

I also changed the docs version to 2.4.2. Still editable at the top of course.

2
SFML projects / Re: One Chance
« on: May 21, 2015, 04:13:00 am »
Nexus: Uh... I guess what eXpl0it3r said? :P I'm not familiar enough with the different classifications to know what to describe it as.

eXpl0it3r: DLLs fixed (oops). And if I get around to updating it again I'll make sure to do that.

3
SFML projects / One Chance
« on: May 20, 2015, 09:23:16 pm »
This is a game I made back in Ludum Dare 26. About a month ago I made some changes to it, and at the beginning of this month I got it working with iOS. (The name was already taken though so I had to go through the review process twice. :P)



Not much is changed from the original LD version. Just the easy/hard mode, balance tweaks, and a few other minor details.

The Windows version is here (I haven't gotten around to building the new Mac/Linux versions yet).
The iOS version is here.

5
When NSHighResolutionCapable is set to true in the application plist, sf::Touch::getPosition is returning values that don't match the corresponding events. It doesn't seem to take the retina display into account.

#include <iostream>
#include <SFML/Graphics.hpp>
#include <SFML/Main.hpp>

int main( int argc, char* argv[] )
{
        sf::RenderWindow window( sf::VideoMode::getDesktopMode(), "Test" );

        while ( window.isOpen() )
        {
                sf::Event event;
                while ( window.pollEvent( event ) )
                {
                        if ( event.type == sf::Event::TouchBegan )
                        {
                                std::cout << "A: " << event.touch.x << ", " << event.touch.y << std::endl;
                                sf::Vector2i pos = sf::Touch::getPosition( event.touch.finger );
                                std::cout << "B: " << pos.x << ", " << pos.y << std::endl;
                        }
                }

                window.clear();
                window.display();
        }

        return 0;
}

I tested it in both the 4s and 6+ simulators (target SDK 8.1), using the bugfix/gles branch.

6
SFML projects / Re: SFNUL
« on: April 25, 2015, 06:36:24 am »
While this might just be because I'm oblivious sometimes, I think a warning here would be useful. I was using HTTPClient and I spent a couple hours trying to figure out why the server was "ignoring" my request (uploading multiple MB files) and just got stuck forever. (Or did I miss a way to check for non-HTTP errors within HTTPClient/HTTPResponse?)

I'm still having some other issues with large-ish requests, but I want to try another thing or two for that.

7
Feature requests / Re: Mutliple mouse devices
« on: March 20, 2014, 06:09:05 pm »
You could try ManyMouse. It seemed to work well when I tried it.

8
General discussions / Re: Android and iOS ports available for testing
« on: December 08, 2013, 10:35:31 pm »
Playing with it some more, hopefully with less silly mistakes. It seems there might be an issue with sf::Event::LostFocus on iOS. Using this:

#include <iostream>
#include <SFML/Main.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>

int main( int argc, char* argv[] )
{
        sf::RenderWindow window( sf::VideoMode( 1, 1 ), "Testing SFML" );
        window.setFramerateLimit( 50 );
       
        sf::RectangleShape shape;
        shape.setSize( sf::Vector2f( 100, 100 ) );
        shape.setPosition( 50, 50 );
        shape.setFillColor( sf::Color::Blue );
       
        std::cout << "start" << std::endl;
        bool isRunning = true;
        while ( isRunning )
        {
                sf::Event event;
                while ( window.pollEvent( event ) )
                {
                        if ( event.type == sf::Event::LostFocus )
                        {
                                isRunning = false;
                        }
                }
               
                shape.move( 0, 2 );
                std::cout << "loop " << shape.getPosition().y << std::endl;
               
                window.clear( sf::Color::White );
                window.draw( shape );
                window.display();
        }
        std::cout << "term" << std::endl;
       
        return 0;
}

The program runs fine. When leaving the app, "loop <...>" stops appearing, but "term" does not appear. When reopening it, "term" appears and the screen stays black.

If I leave and reopen again, instead of rerunning the app, it crashes with EXC_BAD_ACCESS here.

Also, it when loading a font I get 'Failed to load font "Arial.ttf" (failed to create the font face)'. I'm not sure if I put it on the wrong place though, I'll have to look more into it later.

Sprites/textures and touch events worked very well though. :) My testing has been pretty simple so far.

9
General discussions / Re: Android and iOS ports available for testing
« on: December 04, 2013, 07:59:24 pm »
That was obnoxious.

Anyways, Starbound is out. I'm going to be fairly distracted now. :P

(EDIT: I guess I should make it a little bit more clear, it does work now.)

10
General discussions / Re: Android and iOS ports available for testing
« on: December 04, 2013, 05:51:09 pm »
This may be the splash screen that automatically appears until the app is ready to run. Try to provide a custom one.
It shows up for a second and fades then fades to black.

11
General discussions / Re: Android and iOS ports available for testing
« on: December 03, 2013, 03:16:22 pm »
Oops, this is an important thing that I forgot to explain ;D Since SFML is linked statically, you have to link its dependencies yourself in your application.
Oh, that makes since. I don't link statically very often, and when I have I did it before that was needed on Windows. :P

What if you use a valid size for the window? It is ignored by the window, but I think the default view still uses it.
I was originally using (640, 480), but was trying to change it to see if something different would happen.

Shouldn't the screen at least be white though, since I'm clearing with sf::Color::White? I can't remember if that works with OpenGL ES, it has been a while since my attempt at it.

12
General discussions / Re: Android and iOS ports available for testing
« on: December 02, 2013, 11:10:44 pm »
Quote
I think it has something to do with XCode coming through the app store now
Hmm I've never had problems with that. My Xcode was installed with the app store too, and as far as I remember the SDK was found at the same location -- automatically of course.
However I'm not up-to-date: Xcode 4.6 (I think ;D) and OS X 10.7.
I'm using Xcode 5.0.1 and OS X 10.9. I really have no clue what it is then. I don't have much experience with anything beyond a couple of experiments here and there.

So I tried a simple test app, and when it linked it gave some errors until I added the non-default libraries from here. It took me a while to figure that out and how to do it (properly), but I suppose it doesn't help that I haven't used XCode much since sometime in OS X 10.5/6.

Now that it is running all I get is a black screen for this:
Code: [Select]
#include <SFML/Main.hpp>
#include <SFML/Graphics.hpp>
#include <SFML/Window.hpp>

int main( int argc, const char* argv[] )
{
sf::RenderWindow window( sf::VideoMode( 0, 0 ), "Testing SFML" );
//window.setFramerateLimit( 50 );

sf::RectangleShape shape;
shape.setSize( sf::Vector2f( 100, 100 ) );
shape.setPosition( 50, 50 );
shape.setFillColor( sf::Color::Blue );

bool isRunning = true;
while ( isRunning )
{
sf::Event event;
while ( window.pollEvent( event ) )
{
//
}

window.clear( sf::Color::White );
window.draw( shape );
window.display();
}

return 0;
}
The only iOS SDK I have available is 7.0 (simulator 7.0.3), so I wasn't able to test on anything else.


13
General discussions / Re: Android and iOS ports available for testing
« on: December 02, 2013, 06:22:19 pm »
There

At first it was having issues finding the OS X 10.9 SDK. I don't know if it is my computer, but I found it in "/Applications/Xcode.app/Contents/Developer/Platforms/MacOSX.platform/Developer/SDKs/MacOSX10.9.sdk". I think it has something to do with XCode coming through the app store now, but that's just a random guess.

Then I had this:
CMake Error at CMakeLists.txt:231 (install):
  install FILES given no DESTINATION!


CMake Error at CMakeLists.txt:232 (install):
  install FILES given no DESTINATION!


Configuring incomplete, errors occurred!
See also "/Users/Chase/Desktop/Programming/build/SFML-ios/CMakeFiles/CMakeOutput.log".
See also "/Users/Chase/Desktop/Programming/build/SFML-ios/CMakeFiles/CMakeError.log".
After looking at CMakeLists.txt I tried defining INSTALL_MISC_DIR manually, which worked.

Also this.

Other than that it built successfully, but I'll have to actually try it another time later today.

14
General discussions / Re: Android and iOS ports available for testing
« on: December 02, 2013, 02:56:19 pm »
Nobody for iOS? :'(
I'll probably try later. :) I've been waiting on this for a while.

I only have access to the simulator though.

15
General / Re: Multiple mouse inputs?
« on: August 19, 2013, 12:56:54 am »
You might be able to use ManyMouse. It also has a zlib license. It seemed to work well when I tried it.

Pages: [1] 2 3