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Topics - Chèvre

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SFML projects / Antennas by the Ladleful
« on: August 06, 2011, 12:30:14 pm »
Antennas by the Ladleful v0.4

Tux leads an epic battle against Citrus and Martin to obtain the best mobile phone coverage on the entire planet.
Start with level 1, the game gives tips at the beginning of each level.
Default keys (on a qwerty keyboard): Z - Shield, X - Bomb, C - Ladle

Music: Thanks to Maf!



This is the first game that I manage to complete! Now that I translated it to English, I can post it here. I'm open to any suggestions, and if anyone wants to translate the game to their language, that would be awesome!

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Window / SFML 2 Suggestion: QWERTY equivalents
« on: July 13, 2011, 12:53:15 pm »
I would like to define default keyboard controls for my game as such: Z, X, and C. Which is nice because all three keys are adjacent.

However, on AZERTY layouts this should be W, X, C, and with QWERTZ this should be Y, X, C. SFML 2 currently handles key codes according to the active keyboard layout, which is nice because you can tell the user that the 'W' key is indeed the 'W' key on an azerty keyboard, and not 'Z', for example.

The drawback to this is that it's pretty hard to define keyboard layout-agnostic default control settings. Since both AZERTY and QWERTZ are in widespread use in Europe, this is quite an issue.  It would be great if SFML provided a way to get key codes according to their position on the keyboard (perhaps in addition to getting which letter it maps to in the local layout).

So far, I have made a quick Python2 program that gives you the "local equivalent" of a QWERTY key, but it only works on Windows. I have yet to find out how to do this in Cocoa and X11. If anyone is interested, it's there (the API calls might be interesting): http://pastebin.com/UWtWmZ58

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Audio / SFML2: Audible 'clicks' with loud sounds in ogg format
« on: June 05, 2011, 12:19:13 pm »

EDIT: never mind, I just noticed another thread was open about the same issue: http://www.sfml-dev.org/forum/viewtopic.php?t=2410


So I came across this really weird bug that only seems to affect Linux. I suspect it's most likely a problem with the ogg loading code/libraries.
I use Arch Linux and the latest SFML2 git snapshot.

My game uses ogg files for sound effects. A couple of them are quite loud, while others are quieter. Well, when played back, the loud ones produce clicks on Linux (not on Windows). I load sounds in a fairly normal fashion -- actually, just changing the sound file names in the standard 'sound' example yields the bug.

I first thought it was due to some problem with OpenAL and/or my audio config, but using the exact same sound effect as a wave file produces a perfect sound!

Also, if I 'un-amplify' the sound and then save it as an ogg file again, it won't click. (in a sound editor -- setting the sound volume through SFML doesn't take away the clicks)

It does that with music, too.

I don't really mind, because I can just make my sounds quieter. But I wonder if it has something to do with my set up, or if anyone else has had the same issue.

Here's the test program with the same sound in ogg and wav formats: http://dl.free.fr/qURMG7ZCo

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