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Messages - Michard

Pages: [1]
1
Audio / Re: Audio crashes of exit
« on: September 24, 2013, 01:46:02 pm »
I am facing this problem too, self-compiled latest SFML 2.1 on Windows XP.

I think this bug should be fixed as soon as possible, it's been months since it was discovered, and a lot of users are complaining about it.

Is there any workaround (and with any, I mean even a very dirty one, as long as it works) compatible with dynamic linking? Modifying SFML source and recompiling wouldn't be an issue.

2
General / Re: Compatibility problems on different machines
« on: January 31, 2013, 02:38:25 pm »
@Sui, here you are the information
This is the info of the pc on which the program DOES run:
Quote
Vendor: Intel
Renderer: Intel Cantiga
Version: 2.0.0 - Build 6.14.10.5068
Extensions: GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_blend_color GL_EXT_abgr GL_EXT_texture3D GL_EXT_clip_volume_hint GL_EXT_compiled_vertex_array GL_SGIS_texture_edge_clamp GL_SGIS_generate_mipmap GL_EXT_draw_range_elements GL_SGIS_texture_lod GL_EXT_rescale_normal GL_EXT_packed_pixels GL_EXT_separate_specular_color GL_ARB_multitexture GL_EXT_texture_env_combine GL_EXT_bgra GL_EXT_blend_func_separate GL_EXT_secondary_color GL_EXT_fog_coord GL_EXT_texture_env_add GL_ARB_texture_cube_map GL_ARB_transpose_matrix GL_ARB_texture_env_add GL_IBM_texture_mirrored_repeat GL_EXT_multi_draw_arrays GL_NV_blend_square GL_ARB_texture_compression GL_3DFX_texture_compression_FXT1 GL_EXT_texture_filter_anisotropic GL_ARB_texture_border_clamp GL_ARB_point_parameters GL_ARB_texture_env_combine GL_ARB_texture_env_dot3 GL_ARB_texture_env_crossbar GL_EXT_texture_compression_s3tc GL_ARB_shadow GL_ARB_window_pos GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_ARB_vertex_program GL_EXT_texture_rectangle GL_ARB_fragment_program GL_EXT_stencil_two_side GL_ATI_separate_stencil GL_ARB_vertex_buffer_object GL_EXT_texture_lod_bias GL_ARB_occlusion_query GL_ARB_fragment_shader GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_texture_non_power_of_two GL_ARB_vertex_shader GL_NV_texgen_reflection GL_ARB_point_sprite GL_EXT_blend_equation_separate GL_ARB_depth_texture GL_ARB_texture_rectangle GL_ARB_draw_buffers GL_ARB_pixel_buffer_object GL_WIN_swap_hint GL_EXT_framebuffer_object GL_ARB_color_buffer_float GL_ARB_half_float_pixel GL_ARB_texture_float

And here it does NOT run:
Quote
Vendor: ATI Technologies Inc.
Renderer: ATI Mobility Radeon HD 5470
Version: 4.0.10061 Compatibility Profile Context
Extensions: GL_AMDX_debug_output GL_AMDX_vertex_shader_tessellator GL_AMD_conservative_depth GL_AMD_debug_output GL_AMD_draw_buffers_blend GL_AMD_name_gen_delete GL_AMD_performance_monitor GL_AMD_sample_positions GL_AMD_seamless_cubemap_per_texture GL_AMD_shader_stencil_export GL_AMD_texture_cube_map_array GL_AMD_texture_texture4 GL_AMD_transform_feedback3_lines_triangles GL_AMD_vertex_shader_tessellator GL_ARB_blend_func_extended GL_ARB_color_buffer_float GL_ARB_copy_buffer GL_ARB_depth_buffer_float GL_ARB_depth_clamp GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_draw_buffers_blend GL_ARB_draw_elements_base_vertex GL_ARB_draw_indirect GL_ARB_draw_instanced GL_ARB_explicit_attrib_location GL_ARB_fragment_coord_conventions GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_framebuffer_sRGB GL_ARB_geometry_shader4 GL_ARB_gpu_shader5 GL_ARB_half_float_pixel GL_ARB_half_float_vertex GL_ARB_imaging GL_ARB_instanced_arrays GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_occlusion_query2 GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_provoking_vertex GL_ARB_sample_shading GL_ARB_sampler_objects GL_ARB_seamless_cube_map GL_ARB_shader_atomic_counters GL_ARB_shader_bit_encoding GL_ARB_shader_objects GL_ARB_shader_subroutine GL_ARB_shader_texture_lod GL_ARB_shading_language_100 GL_ARB_shadow GL_ARB_shadow_ambient GL_ARB_sync GL_ARB_tessellation_shader GL_ARB_texture_border_clamp GL_ARB_texture_buffer_object GL_ARB_texture_compression GL_ARB_texture_compression_rgtc GL_ARB_texture_cube_map GL_ARB_texture_cube_map_array GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_float GL_ARB_texture_gather GL_ARB_texture_mirrored_repeat GL_ARB_texture_multisample GL_ARB_texture_non_power_of_two GL_ARB_texture_query_lod GL_ARB_texture_rectangle GL_ARB_texture_rg GL_ARB_texture_rgb10_a2ui GL_ARB_texture_snorm GL_ARB_timer_query GL_ARB_transform_feedback2 GL_ARB_transform_feedback3 GL_ARB_transpose_matrix GL_ARB_uniform_buffer_object GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_vertex_type_2_10_10_10_rev GL_ARB_window_pos GL_ATI_draw_buffers GL_ATI_envmap_bumpmap GL_ATI_fragment_shader GL_ATI_meminfo GL_ATI_separate_stencil GL_ATI_texture_compression_3dc GL_ATI_texture_env_combine3 GL_ATI_texture_float GL_ATI_texture_mirror_once GL_EXT_abgr GL_EXT_bgra GL_EXT_bindable_uniform GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_compiled_vertex_array GL_EXT_copy_buffer GL_EXT_copy_texture GL_EXT_direct_state_access GL_EXT_draw_buffers2 GL_EXT_draw_instanced GL_EXT_draw_range_elements GL_EXT_fog_coord GL_EXT_framebuffer_blit GL_EXT_framebuffer_multisample GL_EXT_framebuffer_object GL_EXT_framebuffer_sRGB GL_EXT_geometry_shader4 GL_EXT_gpu_program_parameters GL_EXT_gpu_shader4 GL_EXT_histogram GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_float GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texgen_reflection GL_EXT_texture3D GL_EXT_texture_array GL_EXT_texture_buffer_object GL_EXT_texture_buffer_object_rgb32 GL_EXT_texture_compression_bptc GL_EXT_texture_compression_latc GL_EXT_texture_compression_rgtc GL_EXT_texture_compression_s3tc GL_EXT_texture_cube_map GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_integer GL_EXT_texture_lod GL_EXT_texture_lod_bias GL_EXT_texture_mirror_clamp GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_shared_exponent GL_EXT_texture_snorm GL_EXT_texture_swizzle GL_EXT_timer_query GL_EXT_transform_feedback GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_IBM_texture_mirrored_repeat GL_KTX_buffer_region GL_NV_blend_square GL_NV_conditional_render GL_NV_copy_depth_to_color GL_NV_explicit_multisample GL_NV_float_buffer GL_NV_half_float GL_NV_primitive_restart GL_NV_texgen_reflection GL_SGIS_generate_mipmap GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays GL_WIN_swap_hint WGL_EXT_swap_control

3
General / Re: Compatibility problems on different machines
« on: January 30, 2013, 11:32:40 pm »
Yes, the pc I'm using to program (the one where the game runs perfectly) is quite old, as it uses an Intel GMA 4500M, whereas the pc's on which it doesn't run both have AMD video card, the first has an AMD Radeon HD 6670, while the second has an ATI Mobility Radeon HD 5470.
Thank you in advance!

4
General / Compatibility problems on different machines
« on: January 30, 2013, 10:14:57 pm »
Hello everyone,
I'm having a problem in using SFML. I'm working on a quite big project of mine using SFML 1.6 (Yes, I know I should go with 2.0, but I already started with this and I'd prefer to upgrade my engine to 2.0 after the release of this project, as changing it now would take way too much time) I've compiled 1.6 myself (dynamic linking) and, while it runs perfectly on my machine (Windows XP x86) while on an other pc (Windows 7 x64), it runs REALLY slowly (usually not more than 1 fps); not only that, the texts rendered with sf::String's appear as series of black squares of the size of the wanted letters. I noted, however, that this only happens with one of the two fonts I'm using (this looks strange, they're both TrueType Fonts, and are read well everywhere). Music, at least, seems to play just fine, it goes slow too, but not too much compared to everything else.
What could be the causes for all of this?
Thank you in advance!

5
Audio / Re: Streaming from DAT file
« on: December 02, 2012, 05:17:00 pm »
Thank you anyway, I'll think about switching to 2.0

6
Audio / Re: Streaming from DAT file
« on: November 29, 2012, 07:27:34 pm »
Hello Nexus,
first of all , thank you for the help. For the first tip, that's ok, as I don't have any problems with a second dat file. As for the second suggestion, I'm currently using SFML 1.6, while sf::InputStream seems to be included only in SFML 2.0. Any suggestions for version 1.6?

7
Audio / Streaming from DAT file
« on: November 29, 2012, 06:22:14 pm »
Hi everyone,
I'm currently working on a SFML project. In this project, I'm using a DAT file to store all my files (at the moment only images) to prevent users from modifying them. Now I'd like to store audio data (BGMs and sound effects) in the same file. With Sound effects there shouldn't be any problem, I can just load the data in a char* ecc.. Now I'm facing the problem of BGM streaming. How could I solve my problem? I could just load one whole track at a time, but then I would have a really big size allocated and I wanted to avoid doing so. Any suggestions?

8
SFML projects / Re: [Bullet Hell-Game] Still Unnamed Project
« on: September 21, 2012, 10:38:36 pm »
Among the other member variables, my bullets have angle and a float named basetime, which says at what time the bullet has been shoot. Every time the game loop is executed, I save the frame time in a float and add it to TotalPastTime. Doing this way I have a whole set of instruments I can use to move the bullet: for example, I could make it move straight forward to the player with something like (I'm inventing at the moment):

On bullet's constructor:
angle=-atan2f(Player.Pos.y-enemy.Pos.y, Player.Pos.x-enemy.Pos.x); //Radians
Sprite.SetRotation(angle*180/PI);
 

And on bullet's move func:
Sprite.Move(cos(Angle)*speed*FrameTime, -sin(Angle)*speed*FrameTime); //speed is usually a raw number, not a variable
 

The above, when executed, makes the bullet calculate where she has to go, aiming to the player, and then, during the loop, it moves in a linear way using cos/sin for the variable angle

The basetime usually comes when I want to make more complex patterns, such as accelerating or curving ones. For example, accelerating bullets' move func could be something like:
Sprite.Move(cos(Angle)*(100+(200*(PastTime-basetime)))*FrameTime, -sin(Angle)*(100+(200*(PastTime-basetime)))*FrameTime);
 

In this example, I have a bullet which initially has a speed of 100 but, after a second, has reached a speed of 300.

But I also could stop the bullets for a while, (like TD fairies at the beginning and end of stage 3), and this could be easily done by checking the value of PastTime-basetime.

This is how I do it. There's only one thing left I have to tell you: Good Luck with your game!!! :)

PS. Sorry for my English, it's not my main language

9
SFML projects / Re: [Bullet Hell-Game] Still Unnamed Project
« on: September 21, 2012, 03:29:17 pm »
Well, in my implementation, every moveable object has a basetime (float variable) and a move function which uses PastTime-basetime to calculate where the object is at a certain time. Move function are different from one another, so for a simple linear movement the position will be calculated with cos/-sin (sin is negative since sfml y is 0 on the top and window_height on the bottom), but when I want I can make something more complex by using the time variable, which allows me to implement curves, pauses for shooting sessions, and things like that. The best I've made until now is something which looks really similar to Mononobe no Futo's last SpellCard on Overdrive difficulty, with that sort of rotating flower with 5 petals, or something like Suwako Moriya's last one, with the circles of crossing bullets which come always more often.

btw, just out of curiosity, what did you use for position calculation?

Surely it's possible to implement movements in smarter ways, but if you think my approach is good enough for you, you can use it without any problem.

10
SFML projects / Re: [Bullet Hell-Game] Still Unnamed Project
« on: September 19, 2012, 08:19:04 pm »
This is mainly based on an already existing game series called touhou.

Just to let you know, you really killed me with this post, I am currently writing a SFML Touhou-based bullet-hell game too... D:
As for me, I've already written the whole Engine, except for the audio part, and got two levels playable. 
Well, good luck with your game, I'm really looking forward to playing it :)

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