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Messages - cooldog99

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1
SFML projects / Re: 3DEE
« on: April 21, 2014, 07:54:18 am »
This. is. amazing. EXACTLY what i've been looking for!

I tried to create something like this for myself awhile back... and kinda lost interest since I'm still new-ish to openGL.

I really love how simplistic it is to get a 3d application up and running with a small file.

Thank you so much for this :D

I AM having one issue though, I can't seem to get anything textured (besides billboard). Does the .setTexture function not work for most of the classes yet? I'm really tired and am probably screwing it up.

When I add something like this to the example... it doesn't seem to work.
Code: [Select]
cube.setTexture(&billboardTexture);

Even when I use your example code for loading .obj files and .setTexture the model class (from example) It gets the texture coordinates right, but doesn't seem to use them?

Like I said, I probably screwed something up... still new-ish to openGL.

Thanks again.

2
Download link is not working to me.  :-[

That's because the project is dead, heh.

July 18 in the title, is from LAST year, :p

we will be remaking this game, however. Hopefully soon.

 ??? what brought this topic up then lol.
any way you must have now great amount of experience in SFML  ;D.
I hope you upload a project soon.

Grimshaw was asking about the project a few days ago, and it bumped the topic :p
We do have lots of experience with SFML now :)
We'll make the game better than ever next time!

3
Download link is not working to me.  :-[

That's because the project is dead, heh.

July 18 in the title, is from LAST year, :p

we will be remaking this game, however. Hopefully soon.

4
I love these little games I find that give me plenty of fun for a while, even tho they are pre pre alpha :D

Yours always made a difference in this forum, even tho there are other very good products :D

I'm glad you thought so :D
That means alot to us. I myself can't wait until we start re-making it, it's gonna be alot of fun.

5
Not to take any credit out of your hands with Gage, but I really became a fan of your other game hehe :D

That's ok :)
Hopefully soon, we'll attempt to re-make paradox, but this time around, we'll feel more confident and it'll be quicker and easier.

The reason we stopped was because the project became so messy, and we just weren't experienced enough to finish it. So we just called it a learning project and cancelled it until further notice.

The only bad thing is, we lost all source code to it xD, so it'll definitely be made from scratch, which is a good thing to be honest...heh.

I didn't know anyone even remembered Paradox, haha.
You're awesome!

6
Did this die? :( The game was nice :P

:( Yes, but we plan to re-make it with all the knowledge we've learned.

If you liked this, have you seen our new game in-dev called Gage?
here is the post:
http://en.sfml-dev.org/forums/index.php?topic=8893.0

I'm glad you liked our game :) We hope to make it much better and prettier after we finish gage! :D

7
Window / Re: [2.0] Mouse Wheel
« on: June 21, 2013, 05:58:12 am »
The mouse wheel event changes from -1 -> 1

it doesn't keep a total delta, only the amount of change in that event.

Common practice is to keep a global(doesn't have to be global, just outside the while loop) variable of mouse delta.

see below:

pseudo code:

Code: [Select]
int main(){
     int mouseDelta = 0;

     while loop{
            sf::event newEvent;
            while(window.pollEvent(newEvent)){
                   if (newEvent.type == sf::Event::MouseWheelMoved)
                   {
                         mouseDelta += newEvent.mouseWheel.delta;
                   }
            }
     }

      return 0;
}


Here is the official SFML 2 tutorial topic that may help.
http://www.sfml-dev.org/tutorials/2.0/window-inputs.php

also, next time, try to post complete minimal code, so we can diagnose errors better. :)
Hope this helps.

8
SFML projects / Re: Gage - Gauntlet throwback game!
« on: June 06, 2013, 06:01:09 am »
I hate necro-ing this thread, but I have a whole new bulk of updates!

First off, we're adding more and more GUI functionality. Starting with a new menu look, with a snazzy new logo!
and animation :)


Secondly, we have new in-game gui, health and attack icons, as well as improved dialogs (not shown here).

You can also see some sample artwork, and some foreground layer testing :) (with new player sprite)

And for now, lastly: we have new inventory system, that even organizes itself!




We're getting really close to having solid Entities, you can talk to them and receive items, or run custom scripts that can access almost any function in our game.

Some future info and our goals: We're aiming for Gauntlet style still, but maybe more RPG than we previously thought. Although not bad, we're still trying to find the balance between hack 'n slash and old school Layed-back RPG. I figure, we'll have something along the lines of Diablo. (Which is one of our favorite games :p )

You'll have completely optional quests/stories. Want to give up a mission and kill an important NPC? Go ahead.
Want to become evil and forget saving the world? Have fun ;)

We're aiming for complete control on the game. We'll also feature open modding/script editing and even level making.

Also, here's the current list of our source files for the game only.


There are alot more updates/improvements since last post, but these are the coolest, and most noticeable.

List of what you CAN do so far:
Add and interact with NPC's. (Support for custom ones, or just one from a standard definition)
Add and interact (kill) Enemies. (Same support as NPC)
Adding dialogs/items via scripts.
Attacking system with primary/secondary attacks, with damage based off gear.
Health system, with cool GUI.
Popup text when entering levels (or for anything really).
Full level editor, with multiple layer support, each level having it's own layer count, and variable level size. (can handle quite alot with our optimizations).
Full Item editor program.
Each level supports it's own TileSheet (soon to be multiple)
Enemies/NPC's are completely resizable, as long as it's realistic :p
Settings file, complete with key-binds.
Custom LUA scripting support with TONS of functions that can manipulate almost all of our games.

We're STILL looking for an artist, the art you see is done by me, and I'm by NO means an artist... :(

9
General discussions / Re: Just wanted to say
« on: March 01, 2013, 04:52:45 am »
I think it's safe to say, we all appreciate Laurent, and all the wonderful members of this community for making such a great library, and a great place to meet people, and learn/discuss bugs with SFML :)

Keep up the good work Laurent!

:D

10
SFML website / Re: Promote SFML 2 instead of SFML 1.6
« on: January 16, 2013, 12:50:05 pm »
For what it's worth, I also second this.
+1!

11
SFML projects / Re: Seabox, a procedural sandbox based sailing game
« on: January 12, 2013, 02:06:20 pm »
The concept of procedural games excite me :)
We need more!

Is this gonna be an RTS by chance? or just an exploration style game.

Only ask because you mention having a crew and trading/fighting.

Could be awesome to have an Age of Empires game, with a huge procedural open world(sea? xD)

Anyways, great work! I played with perlin noise myself and got similar results for oceans, may I ask what method you used to dark the blue pixels based on height?

12
Graphics / Re: [2.0]Drawing Sprite AND Shape
« on: January 10, 2013, 05:51:59 pm »
you have your clearing/displaying in the event loop, this is usually a no-no because it'll only clear/display and draw when an event is fired, and will do this more times than needed, if there are many events. it can also cause unexpected behavior.

instead, try this:

    while (window.isOpen()) {
        while(window.pollEvent(myEvent)) {
                 if (myEvent.type == sf::Event::Closed) {
                     window.close();
                 }
            }
            window.clear();
            window.draw(circle);
            window.draw(rect); //evil line. as soon as i have deleted this line everything works
            window.draw(sprite);
            window.display();
       
    }
 

If that doesn't fix it, I don't think it's the code, everything seems fine, besides what I pointed out.

13
SFML projects / Re: Gage - Gauntlet throwback game!
« on: January 05, 2013, 11:59:59 pm »
Nice to see that the project is still in progress. :)
Keep it up!

Did you use a GUI library or is everything written on your own?

Thanks!

Everything is our own work, code wise...aside from SFML ofc!

All the gui is functional, as you'd expect as well ;)

14
SFML projects / Re: Gage - Gauntlet throwback game!
« on: January 05, 2013, 03:07:39 pm »
Wow, it's been awhile!

But we've still been working on the game! :D

Soooo many new things, where to start... how about a crap ton of screenshots??

New Intro Screen:
http://img221.imageshack.us/img221/5328/37670286.png

New Menu Screen:
http://img208.imageshack.us/img208/2329/66234035.png

New Options Screen: (Still need to center everything.)
http://img152.imageshack.us/img152/2286/71836762.png

New Game Type Screen: Yes multiplayer works :D
http://img145.imageshack.us/img145/107/17631534.png

Part 1 of character creation screen: Still need to add race/gender/type/etc.
http://img338.imageshack.us/img338/7596/88729077.png

Some Gameplay, with a blank/bland level, testing LUA script dialog system.
http://img28.imageshack.us/img28/7561/61288473.png

Last, but not least, Pause menu ;)
http://img43.imageshack.us/img43/6130/72542738.png

Everything you see in the screen shots work, and there's plenty more than meets the eye.
We have a full Lua system incorporated into the game.


The game is now built on-top of our own, GE (Gage Engine) Library, which we're still working on, and will use for future games. It's basically a super SFML/Math wrapper, with a Game Management system.

We decided to stray away from isometric view because it didn't fit the style of game we wanted, which is a hack 'n slash, old school RPG. (Gauntlet) and are currently having to re-do our entire spritesheet, and use a temporary Character sprite, as finding a pixel artist, willing to work for Royalty/Free is quite hard to find :(

I think that's all for now, until we get more details later on :)

15
General / Re: Unhandled exception on window creation
« on: November 03, 2012, 01:00:06 pm »
This is the code i am trying to run everything works fine
but when I try to run it i get an error saying "Unhandled exception at 0x75a6f7cc in board render tes.exe: 0xC0000005: Access violation reading location 0x65742064.".
previously i was able to run the projects of sfml
no such error occurred.
now also i use the old projects and just write the code in them and works perfectly fine but if i make any new project i get this error.
please help me to solve this error


As far as creating at creation of window, i'm not 100% sure.
but there is ONE problem with your code.

You have these lines:

            sf::IntRect myRect(x,y,32,32);
            mySprite.setTextureRect(myRect);
            myWindow.clear();
            myWindow.draw(mySprite);
            myWindow.display();
 

inside the second while loop, when it should be under :)

so it'll be this:
#include <SFML\Graphics.hpp>
#include <SFML\System.hpp>
#include <SFML\Window.hpp>
#include <iostream>

using namespace std;

int main()
{
        int x=0,y=0;

        sf::VideoMode myMode(640,480,32);
        sf::RenderWindow myWindow(myMode,"board test");

        sf::Texture myTexture;
        if(!myTexture.loadFromFile("C:\\Users\\Voldy\\Documents\\Blue Tile.png"))
        {
                cout << " Could not load image" << endl ;
                return 0;
        }
        sf::Sprite mySprite(myTexture);
        sf::Event event;

        while (myWindow.isOpen())
        {
                while (myWindow.pollEvent(event))
                {
                        if(event.type == sf::Event::Closed || event.key.code == sf::Keyboard::Escape)
                        {
                                myWindow.close();
                        }

                }
                        sf::IntRect myRect(x,y,32,32);
                        mySprite.setTextureRect(myRect);
                        myWindow.clear();
                        myWindow.draw(mySprite);
                        myWindow.display();
        }


}


As FRex said, make sure your linker and includes are correct.

Maybe rebuild SFML lib, and remove all old SFML (if any)

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