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Messages - keyforge

Pages: [1] 2 3 ... 5
1
SFML projects / Pacaman [Demo]
« on: December 23, 2011, 06:32:46 pm »
Really cool! I love the Christmas design on this, it's great!

Ran great for me, smooth at 60 FPS (Might have vsync enabled, not sure), on my modest single core desktop. 2 GB RAM, 2.8 GHz Celeron, 1 GB Radeon HD 4200, if that information is important.

When I have time I'll be sure to play every level, maybe you could pull a Valve and make a lot of hats!

2
SFML projects / Groogy's Game Engine
« on: December 08, 2011, 05:17:13 pm »
Hello,

Is this project still active? I was wanting to use it for a game I've been wanting to make, but it hasn't been updated for a while. If it's not I could always build off of it for my own use, though.

By the way, I love the design of the interface. It's very elegant!

3
SFML projects / Gore Factor SFML
« on: December 05, 2011, 05:40:15 pm »
I tried out your new version and it's very good! Your scroll wheel switching is really buggy on my mouse. I have to screw around with the wheel a lot to get it to switch to a weapon which seems to choose a random weapon. Great work!

4
SFML projects / Secure SFML (encrypted sockets)
« on: November 30, 2011, 05:23:18 pm »
I agree with Laurent, and also the coding styles are slightly different, which could confuse some people. (For example, your project uses lower camel case for class methods while SFML uses upper camel case.)

5
General / Tutorial Problem - Opening a Window
« on: November 22, 2011, 02:37:22 am »
No problem, glad you fixed it, and welcome to the SFML community!

6
General / Tutorial Problem - Opening a Window
« on: November 22, 2011, 01:22:04 am »
Did you build SFML yourself? What version are you using?

You should try rebuilding SFML or using the SFML binaries (make sure you get the correct type!) if you built it yourself. I'd assume you set everything up correctly as you are not getting errors.

The application works fine on MinGW.

7
General / Tutorial Problem - Opening a Window
« on: November 21, 2011, 11:32:09 pm »
Try using a sf::RenderWindow instead of sf::Window. It takes the same parameters.

8
SFML projects / Project Black Sun - commercial game - demo available
« on: November 20, 2011, 06:33:57 pm »
Good game, bad controls. You should make W jump, shift crouch, R reload, Space Bar shoot, maybe E for grenade, and allow key binding so you can customize the controls to your liking. Most people are complaining about the controls in the reviews, and I agree they are rather awkward, but otherwise it's a good game.

9
SFML projects / Pacaman [Demo]
« on: November 20, 2011, 05:47:52 pm »
I'd also be interested in reading through the source code. I'm interested on how you did the AI.

10
SFML projects / SFGUI
« on: November 08, 2011, 04:16:54 pm »
Quote from: "thePyro_13"
This is looking so good. That latest screenshot is very Steamy(reminds me of the pre-2010 steam). :D


I agree, it looks good! (Also, the TF2 Pyro is amazing!)

I got SFML GUI working on GCC and Visual Studio 2010. I fried my laptop so I recompiled SFML on my desktop and it fixed the OpenGL errors. I'll definately be using it in my current project.

11
SFML projects / SFGUI
« on: November 05, 2011, 10:40:02 pm »
Quote from: "asdatapel"
Now adding the button the window works, but the
Code: [Select]

Button->OnClick.Connect(&function)

gives me a
Code: [Select]

undefined reference to `sfg::Signal::Connect(sfg::Delegate)


Same here, got the exact same error.

12
SFML projects / SFGUI
« on: November 05, 2011, 10:28:10 pm »
Oh, ok! I was using SFML as a static lib but linked the dynamic libs.

I'm so stupid sometimes  :oops:

But when running the examples, they don't work. I get an 'an internal opengl call failed.' error for each of them.

13
SFML projects / SFGUI
« on: November 05, 2011, 07:47:06 pm »
I get an error unresolved external symbol public static class sf::Color const sf::Color::Black in Brew.obj

14
SFML projects / SFGUI
« on: November 01, 2011, 06:16:59 pm »
Quote from: "victorlevasseur"
Have you correctly set the boost directory in cmake ?
You have to set it to the root folder of Boost (not the "boost" include sub-folder)


Yes, Boost_INCLUDE_DIR is set to C:/Library/boost_1_46_0/

15
SFML projects / SFGUI
« on: November 01, 2011, 05:20:58 pm »
I have an issue with building the project created by CMake. It says that it can't find boost/signals2.hpp, yet the file exists in the boost directory.

I'm also interested in the VC++ 2010 binaries!

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