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Topics - CJ_COIMBRA

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1
General / Issue when running 2.6.0 AMR64 on M1
« on: July 15, 2023, 05:07:08 pm »
Hey there,
I am trying to setup the 2.6.0 on a M1 Mac without success. It seems something to do with code signing but I couldn't figure out by myself nor I've found something similar issue posted

Quote
dyld[866]: Library not loaded: '@rpath/sfml-system.framework/Versions/2.6.0/sfml-system'
  Referenced from: '/Users/christiancoimbra/Library/Developer/Xcode/DerivedData/newtest-deplphssbhjczzexgekbdspatrtm/Build/Products/Release/newtest.app/Contents/MacOS/newtest'
  Reason: tried: '/Users/christiancoimbra/Library/Developer/Xcode/DerivedData/newtest-deplphssbhjczzexgekbdspatrtm/Build/Products/Release/sfml-system.framework/Versions/2.6.0/sfml-system' (no such file), '/Users/christiancoimbra/Library/Developer/Xcode/DerivedData/newtest-deplphssbhjczzexgekbdspatrtm/Build/Products/Release/newtest.app/Contents/MacOS/../Frameworks/sfml-system.framework/Versions/2.6.0/sfml-system' (no such file), '/Users/christiancoimbra/Library/Developer/Xcode/DerivedData/newtest-deplphssbhjczzexgekbdspatrtm/Build/Products/Release/newtest.app/Contents/MacOS/../Frameworks/sfml-system.framework/Versions/2.6.0/sfml-system' (no such file), '/Library/Frameworks/sfml-system.framework/Versions/2.6.0/sfml-system' (code signature in <B09BD99C-3881-3CF3-B1E9-4BA58575AF22> '/Library/Frameworks/sfml-system.framework/Versions/2.6.0/sfml-system' not valid for use in process: library load disallowed by system policy), '/System/Library/Frameworks/sfml-system.framework/Versions/2.6.0/sfml-system' (no such file)

I've followed some posts around the "disallowed by system policy" without any success so far. Any help is appreciated thanks!

2
General / Xcode Templates not showing up
« on: June 15, 2020, 07:08:39 pm »
Hi there,
I was wondering if the install instructions should apply to Xcode 11.4.1 and OS X 10.15.4.
I followed the steps a few times already and I can't see the SFML templates when creating a new project.

Thanks.

3
Graphics / Sprite.SetColor issue
« on: August 21, 2013, 04:24:59 pm »
Hi.

I am having a bit of a problem on this situation: I have an animation with a few frames that should be reused with different tints but I couldn´t match any of the colors the designer provided as RGB values. I did some reading on the subject and it seems that SetColor multiplies the current color of the sprite by the provided values.

Sample image to be tinted


Colors that I want to achieve after using SetColor (the characters are irrelevant please ignore them)
 

So how can I get the correct RGB values to use with SetColor in order to get my desired colors?

Thanks.

4
General / SFML 1.6 on newest Xcode
« on: April 07, 2012, 05:33:55 pm »
I am trying to get one of my projects to Mac but I'm new to all this mac thing. I followed the tutorial for the 1.6 with Xcode, but I couldn't find the Developer folder to put the project templates in. I searched about this and it happens that the new Xcode is a bundle and the Developer folder is gone (or somewhere inside the bundle whatever is it).

So where and how could I place the templates in the right place now?

If there isn't a way to place this templates, just the .frameworks will do the job? I mean, can I go without the templates? If so, does somebody care to share a minimal example? I tried just to put some #includes and but I get errors while building.

Xcode version is 4.3.2 I believe and OSX 10.7.3.

Also, since the project is really advanced right now, I would like to keep it 1.6. 

Thanks, any aditional info would be helpful!

5
SFML projects / Chesster [SFML Puzzle Game]
« on: October 18, 2011, 02:08:15 am »
Chesster is a match 3 game based on the rules of chess. The objective is simple, connect 3 like pieces horizontally or vertically for points. However, the pieces can only move like their counterparts in chess. Chesster will be a stand out puzzler because it of it's slower, strategy oriented gameplay (not racing against the clock), crisp professional graphics and rich period inspired music!






It is being developed in C++ with SFML.


If you feel like, help us talking about Chesster or even helping in our Kickstarter page right here:



http://www.kickstarter.com/projects/1619230931/chesster-a-new-puzzle-game-based-on-chess




There are awesome rewards!


Thanks!

6
General / Problem running SFML apps
« on: August 24, 2011, 04:58:51 pm »
Greetings,

It´s been some time since I last used SFML. I tried to run some of my SFML applications but I get this strange screen like it was not refreshing... nothing happens besides that.

I started a new project and I got this problem. First I thought it could be some mistake because it´s been a few months since I last used SFML, but I runned these old applications of mine and the same problem happens...

This new hardware I am using is 64-bit and the applications were written in a 32-bit environment... however the same applications runs fine on another 64-bit machine that I have.

Any ideas?

Thanks!

7
SFML projects / Veggie Snake [casual game]
« on: May 27, 2011, 04:41:54 pm »
Greetings,

It´s been a long time since I last posted something here!

Well I just wanted to share my latest game: it´s the Veggie Snake!

This snake was born vegetarian. Eat fruits and vegetables but avoid animals! Beat the high score and have fun!

http://www.spacecatstudio.com/product/veggie-snake/

This game was part of my graduation final paper. I used C++ with SFML applying Extreme Programming techniques.

Leave your comment!

8
Network / internal IP problem
« on: January 20, 2011, 02:41:54 am »
Hi there,


Is there a way of handling this internal IP problem with SFML classes?

I mean, someone under a router get´s a 192.168.... IP which won´t work with TCP sockets...

I ´ve tested my game´s latest build with hamachi and it works, but I´d rather tackle this internal IP issue to avoid losing players!


Thanks

9
Network / client and server in the same application
« on: January 15, 2011, 08:00:38 pm »
Greetings,

I am currently working on a turn based strategy game with a multiplayer mode (8 players maximum).

I am studying possible aproaches for the network architecture of the game. I was thinking of a server that would iterate over the active TCP client sockets (non-blocking) and see if there is any input, then calc the result and send an answer.

However I am not sure if using selector would be better.

Also I am confused about where to place the socket reading code. It would be in the main game loop, right? Probably between input code and drawing code?

10
Graphics / PNG file for Font
« on: January 13, 2011, 01:56:43 am »
I was wondering if there is any way to use a PNG file with Font and String besides just displaying them as sprites.

Thanks in advance!

11
General discussions / Language switching
« on: January 11, 2011, 04:25:05 am »
Greetings,

Most of my games were just prototypes and tests, but recently I´ve finished an entire game and I presented it in english and portuguese. I made this by setting the texts in both languages and just switching them according to player´s choice on start screen. Then the engine just instantiated the language handler with the right language.

I was wandering how do you guys handle this topic in your games. Is it better to just recompile it into another build totally apart on from the other?

Does it really make any difference having the player to choose the language? Would someone be bothered by doing this?

12
General / Suggestions on AI issue
« on: January 09, 2011, 10:46:15 pm »
Greetings,

First I want to say that this is not a bug or problem, the game is running fine and the AI is working as expected in termos of final result. The problem is that I wanted it to "look a bit different".

The game is turn-based and uses regular quads for tiles in the map. When player ends its turn, a function from the enemy class is called a number of times equal to the total number of instantiated enemies, on the game loop.
Inside this function a given behavior is iterated a number of times equal the total amount of movement for that enemy unit.  Here is the parts of the code I´ve mentioned:

The part in which the artificial inteligence procedure is called (it is inside the game loop):
Code: [Select]
//EXECUTA IA NO TURNO DO COMPUTADOR
            if (jogador->turno == false) // mapa global e turno do computador
            {
                for (i=0;i<50;i++)
                {
                    saxoes[i].executarInteligenciaArtificial(vikings, gerenciador, conversorString);
                }
                //Depois de atribuir ações para todos os inimigos reinicia o turno do jogador
                jogador->iniciarTurno(vikings);
                gerenciador->txtMensagem.SetColor(sf::Color(220,220,0));
                //Verifica as condições de vitória
                if (motor->condicaoDeVitoria(saxoes,cidades))
                {
                    gerenciador->txtMensagem.SetColor(sf::Color(220,220,0));
                    gerenciador->txtMensagem.SetText("VITÓRIA! Inglaterra agora é Daneland!                                                                      (ESC) SAIR");
                    motor->setEstadoGlobal(3);
                }
                //Verifica as condições de derrota
                if (motor->condicaoDeDerrota(vikings))
                {
                    gerenciador->txtMensagem.SetColor(sf::Color(220,220,0));
                    gerenciador->txtMensagem.SetText("DERROTA! Festeje no Castelo dos Mortos em Asgard!                                                                      (ESC) SAIR");
                    motor->setEstadoGlobal(4);
                }
            }





This one is the function of the Saxao class that represents the saxon enemies:

Code: [Select]
void executarInteligenciaArtificial(Guerreiro *vikings, ResourceManager *gerenciador, StringConverter *conversorString)
        {
            gerenciador->txtMensagem.SetColor(sf::Color(220,0,0));
            int cont;
            int cont2;
            int direcao;
            int alvo;
            //sf::Clock timer;
            //timer.Reset();

            if (inteligenciaArtificial == 1 && vivo)
            {

                for (cont=0;cont<50;cont++)
                {
                    if (vikings[cont].vivo && tileX - vikings[cont].tileX <= alcanceVisao && tileX - vikings[cont].tileX >= -alcanceVisao && tileY - vikings[cont].tileY <= alcanceVisao && tileY - vikings[cont].tileY >= -alcanceVisao)
                    {
                        for (cont2 = 0; cont2 < movTotal; cont2++)
                        {
                            if (vikings[cont].tileX < tileX && vikings[cont].tileY < tileY)
                            {
                                direcao = sf::Randomizer::Random(1,2);
                                if (direcao == 1) tileX -= 1;
                                else tileY -= 1;
                            }
                            else if (vikings[cont].tileX > tileX && vikings[cont].tileY < tileY)
                            {
                                direcao = sf::Randomizer::Random(1,2);
                                if (direcao == 1) tileX += 1;
                                else tileY -= 1;
                            }
                            else if (vikings[cont].tileX > tileX && vikings[cont].tileY > tileY)
                            {
                                direcao = sf::Randomizer::Random(1,2);
                                if (direcao == 1) tileX += 1;
                                else tileY += 1;
                            }
                            else if (vikings[cont].tileX < tileX && vikings[cont].tileY > tileY)
                            {
                                direcao = sf::Randomizer::Random(1,2);
                                if (direcao == 1) tileX -= 1;
                                else tileY += 1;
                            }
                            else if (vikings[cont].tileX < tileX && vikings[cont].tileY == tileY)
                            {
                                tileX -= 1;
                            }
                            else if (vikings[cont].tileX == tileX && vikings[cont].tileY < tileY)
                            {
                                tileY -= 1;
                            }
                            else if (vikings[cont].tileX > tileX && vikings[cont].tileY == tileY)
                            {
                                tileX += 1;
                            }
                            else if (vikings[cont].tileX == tileX && vikings[cont].tileY > tileY)
                            {
                                tileY += 1;
                            }
                            //Ataca se possivel
                            if(vikings[cont].tileX == tileX && vikings[cont].tileY == tileY)
                            {
                                if (atacar(vikings[cont].defesa))
                                {
                                    //atacou acertou e matou
                                    if (vikings[cont].receberDano(aplicarDano())) gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(7,nome.GetText(),vikings[cont].nome.GetText()));
                                    //atacou e acertou mas não matou
                                    else gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(6,nome.GetText(),vikings[cont].nome.GetText()));
                                }
                                //Atacou mas não acertou
                                else gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(8,nome.GetText(),vikings[cont].nome.GetText()));

                            }
                        }
                        //Corrige a posição do inimigo ao final do seu turno
                        if(vikings[cont].tileX == tileX && vikings[cont].tileY == tileY) tileX += 1;
                    }
                }
            }

            //Instancia defensiva
            if (inteligenciaArtificial == 2 && vivo)
            {

                for (cont=0;cont<50;cont++)
                {
                    if (vikings[cont].vivo && tileX - vikings[cont].tileX <= 1 && tileX - vikings[cont].tileX >= -1 && tileY - vikings[cont].tileY <= 1 && tileY - vikings[cont].tileY >= -1)
                    {
                        for (cont2 = 0; cont2 < movTotal; cont2++)
                        {
                            //Ataca se possivel
                                if (atacar(vikings[cont].defesa))
                                {
                                    //atacou acertou e matou
                                    if (vikings[cont].receberDano(aplicarDano())) gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(7,nome.GetText(),vikings[cont].nome.GetText()));
                                    //atacou e acertou mas não matou
                                    else gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(6,nome.GetText(),vikings[cont].nome.GetText()));
                                }
                                //Atacou mas não acertou
                                else gerenciador->txtMensagem.SetText(conversorString->concatenarMensagem(8,nome.GetText(),vikings[cont].nome.GetText()));
                        }
                    }
                }
            }
        }




The issue is that I wanted the enemy movement to happen slowly enough so that the player could notice enemy moves. The actual code makes the enemy turn almost instantly finished.

I tried something with timers but something went wrong and it crashes... maybe someone faced a similar situation and could share with me his/her opinion.

Thanks

obs: Sorry for any bad english, I speak portuguese natively.

13
SFML projects / SKIRMISH II - Viking Assault
« on: January 09, 2011, 10:32:05 pm »
Greetings,

This is a fast turn-based strategy game with vikings theme. The goal is to defeat the saxon resistance and take all britain cities. You get reputation and gold when you defeat an enemy or take cities.

The controles are very simple and explained on the help screen.

I´ve used SFML for everything on this game. This is my second game with SFML, but the first one was never completed.

I´m planning on release the game during this week, but here are some preview screenshots:
http://masmorra-rpg.blogspot.com/

Thanks

14
General discussions / SFML Logo
« on: January 09, 2011, 10:26:51 pm »
Greetings,

Can I use SFML logo in my game start screen, saying "made with SFML" or something like that?


Thanks.

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