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Messages - easy

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1
General / Re: On Screen Display
« on: July 27, 2014, 11:14:04 am »
I undersand. Thanks for your answer, Laurent!

Cheers,
easy

2
General / On Screen Display
« on: July 26, 2014, 02:15:45 pm »
Dear people!

I'm looking for a solution to draw texts or images as an omnipresent borderless, full screen window on the top of every window in Windows 7. I'd need to pass every event to the windows underneath, as if wasn't even there. The user should be able to see every windows beneath, as normally.

I'm wondering if it is possible to do this with SFML?

Thanks for your answers in advance!

Cheers,
easy

Edited to make it more clear what I'd like to achieve.

3
SFML projects / Pacaman [Demo]
« on: December 24, 2011, 08:08:02 am »
Thanks guys! I'm glad you like it! :D

4
SFML projects / Pacaman [Demo]
« on: December 23, 2011, 01:04:55 pm »
***** Here's a Christmas present for you: Click here! *****

5
SFML projects / Gore Factor SFML
« on: December 21, 2011, 11:59:15 pm »
This is supercool! I can see the tons of work you've put into it: the animations an the movements are smooth, the lights and shadows are excellent, the water effect really adds to it, and the AI is really good! Also, you have a very clean code, and I like how it was structured, though I just had a short glance at it.

What I did not like, however, is the jumping. I guess I'd just have to play more with it to get accustomed to jumping, but I really dislike that the character jumps only if I release the button. I'd rather make the character jump when the player presses the key. You can still measure how long he's pressing it (hence how large to jump), for a limited time (not to jump out the world).

The movement and the aiming also feel like it's lagging behind. Not too much, but it's noticable.

The AI had a problem jumping up to a platform at some place, so it couldn't follow me anymore.

The whole source is in the root directory, it's confusing.

Overall, I really like it! Keep it coming! :P

6
SFML projects / Pacaman [Demo]
« on: December 21, 2011, 05:21:35 pm »
Thanks! The AI is final now because I like it too! :D

7
SFML projects / Moonman's Xmas
« on: December 21, 2011, 05:18:39 pm »
Okay! Keep up the good work! :)

8
SFML projects / Moonman's Xmas
« on: December 20, 2011, 11:09:49 am »
Oh yes the components that is the most interesting part! Adding a general AI to a new type of character with one line of code and fine-tuning it through some properties really sounds compelling, especially since you can do it by editing an .ini file, and not touching the code itself.

Today I had to roll through all the functions in all the classes about entities because of a small additional feature. This is annoying somewhat.

So it takes longer to build? I was expecting to be faster, actually, but I can see your point. Making really useful - and general - components might take more time, but probably in the end you'll have a collection of proven pieces of code that you can re-use.

No problem that it's closed source, of course. Everybody tries to make ends meet somehow. :) Then I'll try to follow the development and catch some bits about how this data-driven and component-based design works.

Oh, and it really sux under Wine. It crashes all the time, so you might re-consider making a linux version. (I'm just kidding, it was all right. :D But come on, we Linux guys deserve games like this! We usually pay more in average than any Mac/Windows user anyway, see the results of any Humble Inide Bundle!)

9
SFML projects / Moonman's Xmas
« on: December 19, 2011, 09:33:06 pm »
@Haikarainen:
Actually I've played it under Wine, so you can try it in your Linux Box! :P

@eigenbom:
What a nice game you have here!

I'm especially interested in your data-driven design. Do you have previous game projects with a more traditional design? How are data-driven and traditonal game design relate to each other as in terms of productivity?

I've downloaded the docs you've posted on that other forum about this topic. I had no time yet to read them thorugh 100%, but I find it very interesting and appealing.

Is this closed or open source?

10
SFML projects / Pacaman [Demo]
« on: December 19, 2011, 09:22:45 pm »
Please don't fight guys! :)

It was an interesting read, although I've only read through the AI part. It's not so complicated as you've stated. As a matter of fact, I'm surprised that it was so basic. In the meantime, I can fully understand why: they must have had several hardware limitations, had no video games with good AI beforehand, and overall, it was just enough.

It also answers why none of the mazes has dead-ends: the AI wasn't build for that. While the ghosts in the original Pacman thinks forward for only one tile ahead, my ghosts have the luxury to store the whole path to their target location in their slightly bigger brains.

I acknowledge the original authors' tricks and that the final result is so convincing: "Itawani's team created the illusion of complex pathfinding by using very simple logic and very little code."

11
SFML projects / Pacaman [Demo]
« on: December 10, 2011, 04:31:23 pm »
*** New video of the fixed AI: Clickey! ***

12
SFML projects / Pacaman [Demo]
« on: November 22, 2011, 10:09:58 am »
Wow, 160 FPS sounds much better :) I'm glad, I thought you had to play the game in 'slide-show mode'.

By the way, you can make screenshots by pressing F12 in the game.

13
SFML projects / Pacaman [Demo]
« on: November 21, 2011, 05:27:50 pm »
Thanks Loronix!

This glicth is something I thought I have already eliminated... It's due to floating point rendering. I have it on my TODO list anyway as it occoures on the texts from time to time as well.

It's good to know ithe game runs on your computer with these specifications! I was looking for the lowest specs anyway. But I've seen on your screenshot that it runs on 18 FPS, which is low, in my opinion. Maybe turning VSync off in 'config.ini' can speed it up a little bit.

14
SFML projects / Pacaman [Demo]
« on: November 20, 2011, 07:58:29 pm »
@black_light_g: You're welcome!

@keyforge: I've sent it to you. However, I'm not sure Hotmail can handle 20+ Mb emails, as I've packed everything into a zip file... Anyway, if it does not make it through, just tell me and we'll figrure out an other solution! :)

15
SFML projects / Pacaman [Demo]
« on: November 20, 2011, 05:24:03 pm »
I've sent the mail!

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