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Topics - N1ghtly

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SFML projects / Tower Trouble
« on: January 09, 2013, 11:43:23 am »
Hi, I'm back with a new project. It's been a while and i'm developing this mainly to prevent my brain from rusting :p. It's (obviously) developed with C++ and SFML. Most of the core gameplay is done, now I need to work on balancing the game and finding sprites for the towers and enemies.

Tower Trouble
Tower Trouble is a classic Tower Defense game. It will feature maps with multiple routes and flying enemies. I have yet to decide on what sort of towers will be used, so far they all shoot bullets.

I've been working on this for little over two weeks now, you cans see the progress here:
Beta 1
Beta 2
Beta 3
Stress Test

Latest update
- Towers now cost gold (which is earned by killing enemies)
- Had a go at the menu
Beta 4

Please feel free to leave a comment or suggest features :)



Graphics / SIGSEGV Fault on exiting
« on: December 22, 2012, 04:12:11 pm »
When I (deliberately) terminate my program, it exits with a SIGSEGV fault. This occurs only when I run the debug build though, the release build exits just fine. When I used the debugger, the fault occured on line 95 in Texture.cpp.

    // Destroy the OpenGL texture
    if (m_texture)

        GLuint texture = static_cast<GLuint>(m_texture);
        glCheck(glDeleteTextures(1, &texture)); //line 95

I only use ONE texture in my program and it is not dynamically allocated so I don't see what I'm doing wrong here...

Feature requests / Animation
« on: May 12, 2012, 08:21:32 pm »
I'm sure this has been asked before, but I couldn't find a thread with the search function.
For what reason is there no support for animation in SFML?

System / sf::Clock overhead
« on: May 03, 2012, 06:00:25 pm »

I'm designing an AnimatedSprite class for my sprite engine and I've run into a little issue.
I'm thinking of overriding the draw() function to draw the sprite AND automatically update the frame.

Now I'm thinking, is it madness to have an sf::Clock for every AnimatedSprite?
Because it would be very easy if you don't have to worry about updating the time for every AnimatedSprite.

SFML projects / SFGE - Simple & Fast Game Engine
« on: May 01, 2012, 05:11:53 pm »
Hi all,

I am working on a new project!
It is a game engine, built on top SFML.
The aim is to make programming easier without taking away freedom or functionality.
For this reason I have opted for a component-based architecture.For example, there is an eventsystem, resource manager, and collision detector that can be used separately from each other.

I also chose not to include any external dependencies. This is to make both the compiling and the distribution to easier!

The project is hosted on Google Code:


The source contains many comments and  documenation is generated by Doxygen. (You can check the docs download under the Downloads tab).

Here's my blog where I frequently post updates:

Let me know what you think!

PS: This is my first attempt at designing a game engine. Feel free to tear it apart and tell me how much it sucks. I'm here to learn.

PS: Does anyone know a license where the user is entirely free and can do anything with the source, but must give credit?

Graphics / Drawing lines in sfml.
« on: April 10, 2012, 02:44:49 pm »

Can someone please explain me how to draw lines? I guess it can be done by creating a 1 px high rectangleshape and rotating it but is there a clena solution for this? I *thought* the was a Line class in SFML but I can't seem to find it.

Graphics / Delay in rendering?
« on: March 29, 2012, 07:20:05 pm »

In my game I noticed that when I went from the MenuState to my GameState, the screen "hanged" for 2 seconds. The weird thing is, the FIRST time I go into GameState, it starts rendering instantly. The SECOND time, it hangs for 2 seconds.

What could be the cause of this?

Graphics / Sprite "smearing"?
« on: February 22, 2012, 09:42:03 am »
I was working on my stats screen for my game, just prototyping it but when I draw certain sprites it looks like they're "smeared" a bit.

Any ideas?

Window / std::cout stops working after image loading failure.
« on: February 06, 2012, 07:30:19 pm »
When you try to load a texture that is not found, it will output to the console like this:
Err() << could not...blabla
However, afterwards std::cout does not work anymore!

Graphics / White lines vertically accross window.
« on: January 31, 2012, 06:42:06 pm »
I have a really weird bug in my game:
When I do NOT go into fullscreen mode, this happens:

However, when I go into fullscreen mode it disappears...

General / GetGlobalBounds() arithmetic error
« on: January 25, 2012, 09:34:57 pm »
Hey all, I recently updated to the latest snapshot and converted my code to use the new GetGlobalBounds method. However: it broke my collision code. I narrowed the problem down to arithmetic precision. I set the sprite for example at pos (20, 252).
When I subsequently call GetGlobalBounds, it becomes (20, 252.000004).

So when I call rect1.intersects(rect2) it will claim they intersect (by a suuuuuper small margin) while they shouldn't.

Anyone else has this error?

Graphics / sf::Sprite has no member named GetSize
« on: January 08, 2012, 08:05:15 pm »
Hello all,

I'm trying to get sfml up and running on linux. I downloaded the latest Git snapshot and compiled. I link correctly to the libs, yet I keep getting the error stated in the title.

Any suggestions?

General / sf::Text blurry
« on: October 15, 2011, 05:32:26 pm »
Hello all,

When i change the character size of my text, it gets blurry...
Is this a known issue?

Any work-arounds?


General / Thinking about making a GUI library
« on: October 12, 2011, 08:42:46 pm »
Hey forum,

I'm playing around with the idea of making a GUI library.
I have some design decisions to make and I brainstormed a bit while I was at school. I have some questions though:

- Is using sf::Shape for drawing the boxes a good idea?

- And should I derive from sf::Drawable or make a
Code: [Select]
void draw(sf::RenderWindow* window) function?

- How could I stretch and shrink buttons if I'd use images. I know I could make one image part for the middle (which I can stretch) and one for the sides. Are there any other methods to do this?

- For event checking, what would be a better approach:
Code: [Select]
void checkEvent(const sf::Event& event) //which checks all the possibilites


Code: [Select]
void onHover()
void onClick()

Which are to be called manually? I'm leaning more towards the first.

Thanks in advance.

PS: If it goes well, I'll ofcourse make it public so other users can benefit from it too :)[/code]

Graphics / SIGSEGV fault while using thor::FrameAnimation
« on: August 30, 2011, 11:10:16 pm »
So I was checking out this awesome lib called Thor :)
This is my code snippet:
Code: [Select]
for(int i = 0; i < 701; i+=100)
        for(int j = 0; j < 701; j+= 100)
            sf::IntRect temp(sf::Vector2i(i, j), sf::Vector2i(100, 100));
            ani->AddFrame(1, temp);
    ani->Apply(spr, 50);

ani is a FrameAnimation ptr.

I really don't understand how that could happen...
The SIGSEGV points to a fault with a vector (probs the one that FrameAnimation class uses?)

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