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 - downtimes

Pages: [1]
1
General discussions / Re: Sfml Question
« on: February 02, 2014, 12:38:50 pm »
I can appease you. C++ is very complex and therefore it takes a long time till you understand enough of it to make something work. SFML on the other hand ist "just" a library written in C++. So if you understand C++ it will be very easy to learn SFML very fast. Once you get the hang of how SFML handles Stuff you're basically done learning. Additionally the functions are all well named. So you can almost always go with your intuition and get something usefull done in no time.


2
SFML projects / Re: Faster
« on: December 04, 2013, 03:10:49 am »
Did not have time to look over the Code or test the game (yet :D).
Never the less i wanted to give you a little bit feedback based on your video.
Looks very promising and fun/challenging. One thing i think you could improve though is the visuals for the shots of the following guns in the Corners. The first minute or so i didn't even realize they did anything. Doesn't need to be anything gigantic, just something big enough to recognize it in your peripheral vision would be nice.

3
SFML projects / Re: 2Dwarf
« on: February 17, 2013, 02:58:02 pm »
Like the animation of the feet.
But you seriously should change your music fast. It just doesn't fit a dwarf. The moment i hear this tune i instantly see a plumber ....

Regards
downtimes

4
SFML projects / Re: Game Development Design articles
« on: February 11, 2013, 02:05:40 am »
If you keep the Quality of your work on the same level it doesn't really matter much about what you write. All the topics you stated have enough stuff you can write about.
Very interesting article. After reading it i was instantly temptet to try a little prototype of your described system (talking about the self-attaching Component System; not enough time currently though).

Looking forward to your next Article.

5
SFML projects / Re: Ludum Dare 25 Entry - Hero Must Die
« on: December 20, 2012, 01:38:33 am »
Quote
Not sure what caused it, but the AI was once able to beat the first level although I had placed the spikes on the floating platform. ;D

I can second that. The same thing happend to me. The AI used some kind of long jump and barely made it over the gap.
I then changed the spikes around a bit and after a while just placed them on the floating tile again. The second time the AI wasn't so smart. Bit confusing to have different behaviour every time, but learning AI simply does have that drawback ^^.

Nice game never the less. Some more levels would be appreciated!

6
Graphics / Attaching image to a sprite
« on: February 06, 2011, 02:28:44 pm »
I think i have an idea what is causing this Problem.

The function tempRes->GetImage() returns a Copy of your image to the
call of SetImage(). Because of the fact that Sprites only store a Resource pointer and that the tempory Object from tempRes->GetImage() does not get stored anywhere it gets deleted instantly after calling this function.

Thats the Reason the Sprites image is NULL.

Hope you understood what i meant -.-'

7
Graphics / Semi-Transparent image
« on: January 21, 2011, 12:26:26 am »
Ah thanks a lot. Didn't think the SetColor function would have any effect after the SetImage call. Thanks a lot for claryfication.

8
Graphics / Semi-Transparent image
« on: January 20, 2011, 02:35:23 pm »
Hi there.

I'm using SFML 1.6 and want to have Semi Transparent images.
One way to do this is to save the images with an alpha value directly from Gimp or
some other picture manipulating programm.

However this is not a valid solution if you want to "Fade out" an image over Time.

So i looked through the documentation but didn't find a function to set the Images alpha
value directly. (Or is there Something ?).

I now wrote this little helper function

Code: [Select]

void setImageAlpha(sf::Image& img, const sf::Uint8& alpha) {
const sf::Uint8* ptr = img.GetPixelsPtr();
std::vector<sf::Uint8> pixels(ptr, ptr + img.GetWidth() * img.GetHeight() * 4);
for (std::vector<sf::Uint8>::size_type x = 3; x < pixels.size(); x += 4) {
pixels[x] = alpha;
}
img.LoadFromPixels(img.GetWidth(), img.GetHeight(), &pixels[0]);
}

This is way faster then setting every Pixel directly with the SetPixel() function of sf::Image
but if i am not mistaken it is not garantueed that Sprites using this image are valid
after calling this function? (because they only store a pointer).
Am i mistaken?

Inherit from Image and writing a function is not an option either because the
members needed for this are private.
Writing my own image class seemed a bit oversized for this Problem.

So now my Question. How would you do it? Is there a faster/easier way?

Thanks for any help.
MFG downtimes

9
Audio / [SOLVED]: error: expected initializer before'sf'.
« on: January 10, 2011, 03:13:36 am »
I have no Idea what your trying to do..
its a bit confusing..


first:

Code: [Select]


using namespace std;
using namespace sf;

int main()
{

    sf::Music Music;


if you write:
Code: [Select]

using namespace sf;


you don't need to do the sf:: in
Code: [Select]

sf::Music music;



second:
Code: [Select]

    sf::Music::Music();
    bool sf::Music::OpenFromFile(const std::string&)
    sf::Music::GetDuration() const
    sf::SoundStream::GetSampleRate() const
    sf::SoundStream::GetChannelsCount() const
    sf::SoundStream::Play()
    sf::Sound::Status
    sf::SoundStream::GetStatus() const
    sf::Music::~Music()


is totally wrong. What are you trying to do there?

Maybe you should first try to learn how to Programm C++ before attempting to work
with SFML. It will make your life way easier if you understand the features of the language.

Pages: [1]