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Messages - Nikko_Bertoa

Pages: [1]
1
SFML projects / [Global Game Jam 2012] Cosmic Ring
« on: January 29, 2012, 04:20:00 pm »
Hi SFMLl community. I want to share the game that my team developed for the Global Game Jam 2012.

Explanation: You drive a space ship that is trapped in a cosmic ring. To escape from it, you need to collect a sequence of power rays in a given order.

Web: http://globalgamejam.org/2012/cosmic-ring

Gameplay Video:

2
SFML projects / CaperucitaPlusPlus
« on: February 28, 2010, 07:23:15 pm »
Thanks dunce and gsaurus for the comments.

Yes, the shadow is a problem. The artists made the pngs with shadow and that's a problem when the wolves or the girl jump.

3
SFML projects / CaperucitaPlusPlus
« on: February 27, 2010, 07:44:03 pm »
CaperucitaPlusPlus
Download: http://www.mediafire.com/?nhj3h5mmzdi

Genre: 2D Scrolling
Creator: Nicolas Bertoa (Nikko_Bertoa)
Plataform: PC, Windows


Description:
CaperucitaPlusPlus is a 2D scrolling game made with C++ and SFML. The game has two modes: in the day you must kill the white wolves and don’t kill the black wolves and in the night you must kill the black wolves and don’t kill the white wolves. If you kill a wrong wolf, then you will lose health. In the end of each level there is a boss. There are 4 levels for now. I chose this name because the mainly idea was ideated in the last Global Game Jam but with Python. Now I finished the game with C++ (CaperucitaPlusPlus).

You can see a video at


More information at http://nicolasbertoa.wordpress.com/2010/02/27/caperucitaplusplus/

4
Graphics / Displaying text: Visual Studio RELEASE Mode.
« on: February 26, 2010, 07:04:53 pm »
Thanks!!! I wrote:

Code: [Select]

bool correctLoading = m_font->LoadFromFile("resources/fonts/arial.ttf");
assert(correctLoading);


and now my application works!

5
Graphics / Displaying text: Visual Studio RELEASE Mode.
« on: February 26, 2010, 04:41:25 pm »
This is my "main.cpp"

Code: [Select]

//
//  Headers
//
#include "GameManager.h"


//
// Main
//
int main(void)
{

GameManager gameManager;

gameManager.Run();

return EXIT_SUCCESS;

}




This is my "GameManager.h"
Code: [Select]


#ifndef GAMEMANAGER_H
#define GAMEMANAGER_H


//------------------------------------------------------------------------
//
//  Name:   GameManager.h
//
//  Desc:   Machine that manages the game's states.
//
//  Author: Nikko Bertoa 2010 (nicobertoa@gmail.com)
//
//------------------------------------------------------------------------


//
// Headers
//
#include <SFML/Graphics.hpp>


class GameManager
{

public:

GameManager();

virtual ~GameManager();

void Run();


private:

sf::RenderWindow m_screen;

sf::Font* m_font;
sf::String* m_fpsText;

};


#endif // GAMEMANAGER_H



And this is my "GameManager.cpp"
Code: [Select]


//------------------------------------------------------------------------
//
//  Name:   GameManager.cpp
//
//  Desc:   Machine that manages the game's states.
//
//  Author: Nikko Bertoa 2010 (nicobertoa@gmail.com)
//
//------------------------------------------------------------------------


//
// Headers
//
#include "GameManager.h"
#include <cassert>


// Constructor
GameManager::GameManager()
:  m_screen(sf::VideoMode::GetDesktopMode(),"CaperucitaPlusPlus",
sf::Style::Fullscreen | sf::Style::Close)
{

m_font = new sf::Font();
assert(m_font->LoadFromFile("resources/fonts/arial.ttf"));
m_fpsText = new sf::String("Test Text", *m_font);
m_fpsText->SetSize(30.0f);
float xCoord = 10.0f;
float yCoord = 10.0f;
m_fpsText->SetPosition(xCoord, yCoord);
m_fpsText->SetStyle(sf::String::Regular);
m_fpsText->SetColor(sf::Color::White);

}


// Destructor
GameManager::~GameManager()
{

if(m_font != 0)
{

delete m_font;
m_font = 0;

}

if(m_fpsText != 0)
{

delete m_fpsText;
m_fpsText = 0;

}


}


void GameManager::Run()
{

// Start game loop
while (m_screen.IsOpened())
{
// Process events
sf::Event Event;
while (m_screen.GetEvent(Event))
{

// Close window : exit
if (Event.Type == sf::Event::Closed)
m_screen.Close();

}

// Clear the screen (fill it with black color)
m_screen.Clear();

m_screen.Draw(*m_fpsText);

// Display window contents on screen
m_screen.Display();

}

}


When I run the application in DEBUG MODE, I see the text. When I run the application in RELEASE MODE, I don't see the text. I'm using Visual Studio 2008.

6
Graphics / Displaying text: Visual Studio RELEASE Mode.
« on: February 26, 2010, 02:18:42 am »
I'm having the same problem. What can it be??

7
Graphics / Displaying text: Visual Studio RELEASE Mode.
« on: February 25, 2010, 05:29:48 am »
I found the problem. I wrote SFML_DINAMIC not SFML_DYNAMIC in the Release Mode options.

8
Graphics / Displaying text: Visual Studio RELEASE Mode.
« on: February 24, 2010, 07:25:01 pm »
Hi community.

I'm making a game and I display text for health, FPS, etc.
When I compile and run in DEBUG MODE the text displays correctly, but when I compile the same code in RELEASE MODE the text doesn't display.

I have both modes with SFML_DYNAMIC, I setted the same libraries with -d for DEBUG MODE and without -d for RELEASE MODE.

9
Graphics / Alpha-Blending
« on: February 19, 2010, 02:37:26 pm »
Thanks!!

10
Graphics / Alpha-Blending
« on: February 19, 2010, 04:46:44 am »
Hi community.

How can I use alpha-blending in SFML?

In SDL we have the function:

int SDL_SetAlpha(SDL_Surface *surface, Uint32 flag, Uint8 alpha);

What is the equivalent function in SFML?

Thanks!

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