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Messages - NekoFuu

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1
SFML projects / Re: Unamed 2D rpg game
« on: January 02, 2015, 03:12:01 am »
I didn't play it much longer than a minute, but I did test a few things out that I'll run by you. I'll start by saying some or all of this may have been completely intentional, but as you didn't mention it in your original post, I'll comment on it.

Holding 'Q' makes the player move left at high speed with no animation. Likewise, 'D' does the same thing in the right direction, 'S' in the down direction, and 'Z' in the up direction. The sprites change to the appropriate facing base sprite when the keys are pressed, so for that reason I felt like it may have been for debugging purposes to quickly check if the different areas were being loaded correctly.

Also, when firing the projectiles, I can hold down the button and it will fire continuously. This also works while moving in any direction. If I am holding the UP key while firing projectiles, and then begin holding the RIGHT key so that I'm moving in the North-East direction, the projectiles continue firing. However, if I begin by moving North-East while firing continuously, it will stop firing if I take a finger off of one of the movement keys (say I let go of the RIGHT key but keep holding the UP key, so I go from moving North-East to just North).

If the last one is a feature, it's kind of odd, but I'm almost certain something there is a bug. I hope it was at least understandable.

Small edit: Apparently, the projectiles will stop firing regardless of what key is pressed, even if the additionally pressed key has no function.

2
SFML projects / Re: Looking for a newby partner(s)
« on: July 13, 2012, 01:22:14 pm »
To help keep others up to date (since I never did post here in the thread) I'd be interested in helping. I already added Rimdeker on skype, and have talked to him a little bit. For anyone with skype that wants to add me, my skype is: nekofuu
I have, I'd say, basic-intermediate knowledge of C++ as a language, and basic knowledge of the SFML library. On top of any help I could throw in as a programmer, I use to fiddle around with pixels a few years back (meaning I use to do pixel art). So until we started a more serious project that wasn't meant for purely learning purposes, I could suffice as a pixel artist until a better one would be able to take over or help out.

3
General / Re: Undefined reference to...
« on: July 12, 2012, 10:51:46 pm »
TL;DR: I fixed it.

What was wrong:
I previously used to use the Dev-Cpp IDE and I must have installed MinGW32 with Dev-cpp. When I installed Code::Blocks the first time, I either didn't install the MinGW32 bundle, or it detected the MinGW32 that as installed with Dev-cpp by default. Going through all these problems with what I thought was me installing SFML incorrectly, I began looking through random options and various tabs inside of those options. Inside of Codeblocks I stumbled upon the "Toolchain executbables" tab. That's when I noticed that the compiler was the one set by Dev-cpp. I moved installation directory to the variation I installed with Code::blocks. The version that I installed with codeblocks was the version that had a Path set. I believe the version that was installed with dev-cpp was an older version, because after I switched the installation directories around, everything worked fine.

Thanks for trying to help. =^_^=

4
General / Re: Undefined reference to...
« on: July 12, 2012, 10:25:01 pm »
So..from what you're saying... there's really no indication as to why it's not working?
Could it possibly be a bug in 2.0?

5
General / Re: Undefined reference to...
« on: July 12, 2012, 08:51:47 pm »

6
General / Re: Undefined reference to...
« on: July 12, 2012, 08:32:03 pm »
I have already done that several times, but I will try that again. Just in case.

I got curious, so I created a new project, this time with both Debug and Release(my previous project didn't have a debug). I put in the linker settings and everything for both, again attempting to use static linking.

The debug works perfectly. No problem whatsoever. When I switch build option over to Release, however, I receive the same error as before.

7
General / Re: [unasnwered]Undefined reference to...
« on: July 12, 2012, 08:10:42 pm »
I downloaded the one that said "(Codeblocks)" beside it.

8
General / Re: [unasnwered]Undefined reference to...
« on: July 12, 2012, 03:37:02 pm »
Using built-in specs.
Target: mingw32
Configured with: ../../gcc-4.4.1/configure --prefix=/mingw --build=mingw32 --enable-languages=c,ada,c++,fortran,objc,obj-c++ --disable-nld --disable-win32-registry --enable-libgromp --enable-cxx-flags='-fno-function-sections -fno-data-sections' --disable-werror --enable-threads --disable-symvers --enable-version-specific-runtime-libs --enable-fully-dynamic-string --with-pkgversion='TDM-2 mingw32' -enable-sjlj-exceptions --with-bugurl=http://www.tdragon.net/recentgcc/bugs.php
Thread model: win32
gcc version: 4.4.1 <TDM-2 mingw32>

9
General / Re: [unasnwered]Undefined reference to...
« on: July 12, 2012, 03:00:12 pm »
Actually the new errors are displayed because of an undefined reference to something inside of GLCheck.cpp (and later on shader.cpp) whereas the first time around it was logging something about undefined references to something inside of Font.cpp (I assume the graphics library).

I tried to 'Rebuild Workstation' rather than just build, and that's when I received those errors.

Keep note that these errors only occur when attempting to create a static link through the files. If used dynamically, and inserting the .dlls into their correct directories, everything works fine.

10
General / Re: [unasnwered]Undefined reference to...
« on: July 12, 2012, 02:06:18 pm »
Alright I tried the RC and this was what I got in response:

http://pastebin.com/MUHnW9YY

If nothing else, I don't need to use static libraries. It is, however, something I'd like to see working in case I ever needed to use it.

11
General / Re: [unasnwered]Undefined reference to...
« on: July 12, 2012, 01:38:54 pm »
On the website, I went to the Downloads page, and clicked on "SFML 2.0 snapshot" under "Latest development snapshot".. so whichever version that is.

I used Cmake and I first tried doing it manually through the command prompt , and then tried using the Cmake-gui in order to do it.

I was unaware of a precompiled release candidate though?

12
General / Undefined reference to...
« on: July 12, 2012, 12:21:06 pm »
Alright, so it is completely possible I'm doing something terribly wrong.. but here we go:
SFML version: 2.0 snapshot
OS: Windows 7 64-bit
IDE: Codeblocks
Compiler: MinGW32

If I try using SFML dynamically, it works fine. I don't get any errors or anything. However, if I try linking everything statically, I get the following errors found here: PasteBin

Under project settings I have the SFML_STATIC in the #define tab thing. And under the linker settings I have these libraries added in this order:
sfml-graphics-s
sfml-audio-s
sfml-window-s
sfml-network-s
sfml-system-s

Since everything works dynamically, I'm led to believe the problem lies in the project settings, or the static .a files(possibly generated them wrong or something). I thought I followed two separate tutorials exactly, but similar errors, if not the same appeared both times.

Any ideas?

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