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Messages - Leugim

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1
General discussions / SFML 2 for OS X comes true!
« on: October 03, 2011, 08:39:12 am »
I did it and it still does the same things, I don't know if it's me or just SFML.

2
General discussions / SFML 2 for OS X comes true!
« on: October 02, 2011, 04:24:22 am »
Seems to crash randomly, whenever I try to close the window or sometimes when I press a button. It will say:

Code: [Select]

Thread 1: Program Received Signal: EXC_BAD_ACCESS


It will say that at either window->PollEvent(event), where I getting the events or whenever I try to close the window... It's really annoying, is there any solution?

3
General discussions / SFML 2 for OS X comes true!
« on: September 26, 2011, 12:37:30 pm »
no SFML 2.0 works perfect for my Mac, except one thing. Whenever I press any key on the keyboard while inside my Application/Game it will make a noise. Sounds like I shouldnt be pressing the keys in the applications if you get what I mean.

Just found out:
If you open up Xcode and go to any project and then press CMD+D, without anything highlighted in the text-editor region, it will make the same sound as if I press a key on the keyboard inside my game.

4
General discussions / SFML 2 for OS X comes true!
« on: September 25, 2011, 01:55:46 pm »
Why does SFML 2.0 cause a noise whenever I press a key? S:. It's the same noise as if you are not allowed to type somewhere or something.

5
General / SFML 2.0 on Mac OS X Lion, Xcode 4.1 giving run-time error?
« on: September 24, 2011, 02:46:53 pm »
Seems to be working perfectly now, :D. Basically all I did was delete the cache held by Cmake 2.8.5 and then ticked the box build frameworks and built the Unix Make Files and then compiled them. After that I used the frameworks in my Application and it worked like a charm :) thank god for that, thank you very much :).

6
General / SFML 2.0 on Mac OS X Lion, Xcode 4.1 giving run-time error?
« on: September 24, 2011, 03:53:39 am »
Well at first it said it couldn't find "SFML/Graphics.hpp", then I fixed that I believe because I wasn't using Unix Make files and then after that it wouldn't compile because it couldn't some .dylib file and it said it failed with error code 1:
Code: [Select]

ld: library not found for -lsfml-system-d
Command /Developer/usr/bin/clang++ failed with exit code 1


Oh and this is version 2.0, I downloaded it last night and I used cmake 2.8.5.

I then changed the directory of the library files on where to output them in Cmake, it seemed to build after that once I directed the project to the file. But when I run it, it just crashed and does not work, it would help if there was a video or something so I know I'm doing everything correctly.

7
General discussions / How to implement Menu's?
« on: September 23, 2011, 07:00:54 pm »
Now I've done this in SDL before, but I'm not exactly sure how I should do this in SFML... What I would usually do is have some abstract class, that has functions for the main loop, handle input and to load everything in. Now I was wondering, for the Rendering Window, should I declare a global variable of the window, so that all my classes can access them, or just parse it in by reference some how?

Or if you have any better ways of doing this, how do you do it?

8
General / SFML 2.0 on Mac OS X Lion, Xcode 4.1 giving run-time error?
« on: September 23, 2011, 06:38:07 pm »
Okay so after about 3 hours or so, I finally figured out how to link my project up to SFML 2.0, using the templates provided, but it just would keep giving me errors. Anyhow once I finally made it working I wen't to run and then it came up with a run-time error:

The output from the run-time error, it also came up with a dis-assembler window too.

Code: [Select]

warning: Unable to read symbols for @executable_path/../Frameworks/libsfml-system-d.2.dylib (file not found).
warning: Unable to read symbols from "libsfml-system-d.2.dylib" (not yet mapped into memory).
warning: Unable to read symbols for @executable_path/../Frameworks/libsfml-window-d.2.dylib (file not found).
warning: Unable to read symbols from "libsfml-window-d.2.dylib" (not yet mapped into memory).
warning: Unable to read symbols for @executable_path/../Frameworks/libsfml-graphics-d.2.dylib (file not found).
warning: Unable to read symbols from "libsfml-graphics-d.2.dylib" (not yet mapped into memory).
warning: Unable to read symbols for @executable_path/../Frameworks/libsfml-audio-d.2.dylib (file not found).
warning: Unable to read symbols from "libsfml-audio-d.2.dylib" (not yet mapped into memory).
warning: Unable to read symbols for @executable_path/../Frameworks/libsfml-network-d.2.dylib (file not found).
warning: Unable to read symbols from "libsfml-network-d.2.dylib" (not yet mapped into memory).
warning: Unable to read symbols for @executable_path/../Frameworks/sndfile.framework/Versions/A/sndfile (file not found).
warning: Unable to read symbols from "sndfile" (not yet mapped into memory).
[Switching to process 15731 thread 0x0]
dyld: Library not loaded: @executable_path/../Frameworks/libsfml-system-d.2.dylib
  Referenced from: /Users/miguel/Library/Developer/Xcode/DerivedData/SFML-fkqdktzopjllqmbaepebfgsawoso/Build/Products/Debug/SFML.app/Contents/MacOS/SFML
  Reason: no suitable image found.  Did find:
/usr/local/lib/libsfml-system-d.2.dylib: stat() failed with errno=13
sharedlibrary apply-load-rules all
(gdb)

9
Feature requests / File I/O with the classes?
« on: September 23, 2011, 10:02:18 am »
Is it possible to make File I/O with the classes, like for example the Window class could have like an exportSettings function or something that writes to a file that has it's current settings in plain text. Like for example:

Code: [Select]

Screen_Height= 640
Screen_Width= 480
Bits_Per_Pixel= 32
Window_Title= Window
etc...


Is there anything already implemented like that? Or will I have to write it manually as global functions or something?

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