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Messages - Metaby

Pages: [1] 2
1
General discussions / DotNet
« on: October 08, 2008, 08:56:36 pm »
ahhh thanks a lot ^^
nice, thanks :D
you helped me a lot, now i have my sfmlnet dlls =)
thanks :D

2
General discussions / DotNet
« on: October 08, 2008, 08:40:55 pm »
so.. thanks.. i hope this is my last question >.<
and thanks a lot for what you've done for me^^
if i compile (release)
i get this error message (i try to translate it to english >.<)
"A project with the outputtype "Classlibrary" cannot be started directly.
To Debug the Project, add a startable project to this projectfolder, who refers to the library projects. Add the startable project as Start project."

3
General discussions / DotNet
« on: October 08, 2008, 07:48:54 pm »
ok thanks, i've done this.. but at the last step
"finally, build the SFML.Net library (always in release cfg), and you can add the resulting assembly (sfml-net dlls) to your project."
i get an error, that tells me, "The Namespace 'Tao' cannot be found"
what now? >.<

edit: i cannot decide between debug, release or anything else.. >.<

4
General discussions / DotNet
« on: October 08, 2008, 05:45:19 pm »
ah.. ok..^^
sry, i dont understand :(
can you write me the "long version"? :)

5
General discussions / DotNet
« on: October 08, 2008, 04:33:04 pm »
Hi, i learn C# in the school, but, i have programmed sfml with C++
I heared about, to use sfml at C#, i downloaded the svn version, and now, i have the folder "Dotnet" at the svn folders, i know, this is the .NET version of sfml, but where i should copy them at?

sry for my bad english

6
Window / Sfml 1.3 Visual studio express 2008 error
« on: June 29, 2008, 11:41:43 pm »
afaik you have to link the sfml-system-d.lib to your linker

7
Window / [Solved] Input Problem!
« on: June 28, 2008, 12:13:17 am »
Yeah! Thanks all =D
it works =D

8
Window / [Solved] Input Problem!
« on: June 27, 2008, 11:59:10 am »
hm.. ok, it seems like, that my RenderWindow hangs-up
my console works although..
have anybody an idea?
need help pls..

9
Window / [Solved] Input Problem!
« on: June 24, 2008, 07:22:15 pm »
Hello, since i downloaded and used sfml 1.3, it looks like that my input's dont workt..
in sfml 1.2 i used input:
Code: [Select]
void Player::MainMenu(RenderWindow *Game)
{
MousePosX = Game->GetInput().GetMouseX();
MousePosY = Game->GetInput().GetMouseY();
// ... my quellcode
}

this worked in sfml 1.2 very good!
but in sfml 1.3 my programm dont react on any input event
no key control
no mouse control
....
i looked into the Doc and the Tutorials but i don't get it working!

Im working on Windows XP Prof. with Visual Studio 2005 Express Edition

please need help >.<
and sorry for my bad english :P

10
General / [SOLVED] Visual Studio 2008 Professional Problem
« on: May 30, 2008, 02:37:05 pm »
Hello, I had the same problem ago 1 or 2 month (atm of my beginning with sfml). I have copied the Static/Dynamic libs from 2005 (Express) into the lib folder in 2008 (Express). Now, it Works! =D
sry for my bad english^^

11
Window / [Solved] Control Game Speed without Framelimiter
« on: May 19, 2008, 10:05:35 pm »
ok thanks, it worked now, the failure was, that PosX and PosY are short
I tried it with floats and it works ;)
Code: [Select]
if (Game->GetInput().IsKeyDown(Key::Up) && HitStart == false && PosX > -15 && PosY > 5 && PosX < 972 && PosY < 738)
{
Backward = false;
X = GameSpeed * cos(0.0174532925 * (Angle + 90.0));
Y = GameSpeed * sin(0.0174532925 * (Angle + 90.0));
PosX -= (X * Game->GetFrameTime());
PosY += (Y * Game->GetFrameTime());
}

12
Window / [Solved] Control Game Speed without Framelimiter
« on: May 19, 2008, 10:34:11 am »
I've tried this, but my texture don't walk in the line of his sight.. and the speed isn't controled realy =(
5 was the speed constant before using the GameSpeed * Game->GetFrameTime() method, so it can be replaced..
need help please, mfg max

13
Window / [Solved] Control Game Speed without Framelimiter
« on: May 18, 2008, 09:49:10 pm »
Hello, in the tutorial is a methode described to control the gamespeed without framelimiter... I have tried it, and to change the degrees of my angel var, to rotate the texture, it works.. but to walk forward / backward i use an complex calculation with degrees and radiants, and i dont know, where I should use the method to control the gamespee (GameSpeed * Game->GetFrameTime())
here is my calculation:


Code: [Select]
if (Game->GetInput().IsKeyDown(Key::Up) && HitStart == false && PosX > -15 && PosY > 5 && PosX < 972 && PosY < 738)
{
Backward = false;
X = 5 * cos(0.0174532925 * (Angle + 90.0));
Y = 5 * sin(0.0174532925 * (Angle + 90.0));
PosX -= (int) X;
PosY += (int) Y;
}


need help please, sorry for my bad english >.<

14
Graphics / Animation
« on: May 13, 2008, 03:13:00 pm »
Ok, thanks for your replay @ all :D

15
Graphics / Animation
« on: May 10, 2008, 10:30:32 pm »
Hello, I have 3 Pictures (.tga)
KnightWalk1
KnightStand
and
KnightWalk2

I would to make an animation,
while pressing a key, and the knight walks forward,
it should draw this animation
first draw KnightWalk1
second draw KnightStand
and last draw KnightWalk2

i haven't any idea to realize this, i have tried it with clock and integers, but nothing worked, a function to do this isn't availalbe too, have anyone an idea to realize this?
sorry for my bad english, mfg max

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