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Topics - kaB00M

Pages: [1] 2
1
Window / Possible bug: recreating window during Touch event (Windows)
« on: September 28, 2021, 09:06:58 pm »
Hey!
Using win 8.1
Using SFML 2.5.1

I made an app that upon touch switches between full screen and windowed mode. I'm using 'window.close()' and 'window.create(...)' for this.
It stops working after some of tries.  After doing some digging, I found out the event.touch.finger value keeps increasing, even though I'm using a single finger during the whole process. When it reaches the value 10 the function stops working.
It seems the 'touchIDs' in the Windows implementation are not being properly reset during the 'window re-create' process.

Thank you for SFML.



2
Network / FTP cant download or upload
« on: June 22, 2020, 07:20:16 pm »
Hello.

I'm using SFML Ftp.
Host is ftpupload.net
I can connect successfully.
I also CAN create folders and delete files or folders.
But I cant download or upload files.
I get a 1001 error respond message after trying to download or upload.
Any ideas?

Thank you.


3
Feature requests / sfml for ps4
« on: March 27, 2013, 11:37:31 pm »
Is it possible a version of sfml for PlayStation 4, it being very similar to PC architecture and all?

Quote
    64-bit x84 arch
    Low power consumption
    Low heat
    8 cores, HW threads
    2MiB L2-cache per 4 core group, 32kib I1 I/D-cache
    PlayStation Shader Language
    Similar to HLSL
    Allows featured BEYOND DirectX 11 and OpenGL 4.0

4
SFML projects / Mini Crown
« on: March 27, 2013, 12:32:46 am »
New (mini) game based on Vanillaware's Dragon's Crown upcoming  rpg/beat-em-up title.

Featuring:
  • Art from Dragon's Crown
  • Original music piece from Basicscape
  • Online leader board
  • Simplistic gameplay



screenshot00
screenshot01
screenshot02

download 5.6MB [windows]

5
Hi. I'm wondering if there's a way to manipulate files without using download/upload to/from hard drive?
I mean something like downloading a file directly to std::fstream, for example.    :)

6
Graphics / Post-effect problem
« on: January 12, 2013, 12:01:09 am »
I tried using the 'sf::Texture::update(Window&)' method for applying post-effects. Initially it works fine, but if the window is re-sized the 'top image' get distorted.

#include <iostream>
#include <SFML/Audio.hpp>
#include <SFML/Graphics.hpp>

using namespace std;

int main()
{
        // Create the main window
     sf::RenderWindow window(sf::VideoMode(500, 500), "SFML window");

     sf::Texture texture01;
     texture01.loadFromFile("sfml-big.png");
     sf::Sprite sprite01(texture01);

     sf::Texture texture02;
     sf::Sprite sprite02;
     sf::Shader shader;
     shader.loadFromFile("colorize.sfx", sf::Shader::Fragment);

     // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
             if (event.type == sf::Event::Closed)
                 window.close();
         }

         // Clear screen
         window.clear();

        window.draw(sprite01);

        texture02.create(window.getSize().x, window.getSize().y);
        texture02.update(window);
        sprite02.setTexture(texture02);
        window.draw(sprite02, &shader);


         // Update the window
         window.display();
     }

     return EXIT_SUCCESS;
}
 

7
Network / Can more than one application retrieve from same socket?
« on: November 28, 2012, 09:02:08 pm »
Can more than one application retrieve from same socket at the same time without data lost?
In the context of tcp?
In the context of udp?

Thank you.

8
Audio / Best way to compress music...
« on: October 27, 2012, 06:50:12 pm »
I know this is not a direct SFML question, but I was wondering what is the best way to compress music.
Files of type .wav can be extremely large and openal32  doesn't play .mid,  for example.
 
Also, I notice that some projects don't even include the music as a different .wav file. It seems they include the audio in a .dat file along with the graphics. How is this possible?

Thank You.

9
Graphics / pos sfx in 2.0
« on: October 25, 2012, 04:15:16 am »
Is there a way to emaulate possfx in 2.0? I know one can use a shader on a particular texture, but what I want is to apply more than one effect to a texture. Also, to apply a shader to the whole draw scene.

Thank you.

10
Network / Complete newbie q's
« on: September 27, 2012, 04:49:26 pm »
Try not to laugh too hard.

So I'm using this code: https://github.com/SFML/SFML/wiki/SourceNetworkChatExample

So my questions are:
1. Do both ends (server and client) have to have the same program running?
2. I'm using my own public IP address in the sf::TcpSocket.connect() function. Is this alright?
3. If so, can I act as both server and client in order to test the program?
4. Can I use different computers with the same IP address in order to test the program?
5. What happens if I send a packet from the program to a random IP address and the port is open?

Thanks is advance.  ;)

11
Graphics / Failed to compile fragment shader
« on: August 27, 2012, 01:00:16 pm »
Im getting this error:

Quote
Failed to compile fragment shader:
Sytax error: 'texture' parse error

texture framebuffer
float offset

effect
{
        vec2 offx = vec2(offset, 0.0);
        vec2 offy = vec2(0.0, offset);

        vec4 c0 = framebuffer(_in);
        vec4 c1 = framebuffer(_in - offy);
        vec4 c2 = framebuffer(_in + offy);
        vec4 c3 = framebuffer(_in - offx);
        vec4 c4 = framebuffer(_in + offx);

        _out = c0 * 0.2 + c1 * 0.2 + c2 * 0.2 + c3 * 0.2 + c4 * 0.2;
}
 

This worked fine in 1.6  ???
Thank you

12
General / Can someoene help with loadFromMemory()
« on: August 12, 2012, 03:56:30 am »
Can someoene help with  loadFromMemory() ? I mean how to implement and use it.
I tried as a test:

sf::Image *image = new sf::Image();
image->loadFromFile("file.png"); //works

sf::Image image2;
image2.loadFromMemory(image, sizeof(*image)); //doesn't work
 

Doesn't work...


13
Graphics / palette swap via shaders glsl
« on: April 04, 2012, 01:21:15 am »
Hi. I'm tring to  do a palette swap using shaders. Its for expecific colors, so my script looks something like this:
Code: [Select]
effect
{
vec4 pixel = framebuffer(_in);
vec4 c1 = vec4(32/255.0, 160/255.0, 128/255.0, 1.0);
vec4 c2 = vec4(1.0, 1.0, 1.0, 1.0);//white
if (pixel == c1) pixel = c2;
_out = pixel;
}

The thing is is works for some colors and others not. I think is has to do with the conversion from rgb 255 to floats. Any ideas? Is there a way to output/cout from the script to console window?

Thank you.

14
SFML projects / Seiken Densetsu/Mana Fan Game [WIP]
« on: February 19, 2012, 04:58:50 am »
UPDATE:2/3/2013

Hi everyone. I update the demo once again.
Some new pics.



DOWNLOAD:
http://www.caffeware.com/download_current.php

CONTROLS:

Ability : Press Cancel button.
Run : Double tap forward.
Open Ringmenu : Press Cancel and Confirm buttons.
Attack: Trigger Confirm button.

Use can use the KEYS.exe located in the game folder to map the controls to the keyboard keys.
A standard gamepad can be used to play the game. However, buttons can't be set for the gamepad.

New features:
  • Title screen
  • Ability System
  • Level/Exp points system
  • Save/Load system
  • Simple events
  • New enemies and locations
  • Increased performance

Still lots to do.  :-\

Please tell me what you think!

--------------------------------------------------------------------------------------
UPDATE:10/29/2012

Hi everyone. I update the demo a little. Now you can use magics and items.

The "engine" was re-made and now uses SFML 2.0

The file size is under 8.0 MB. Thanks to zlib! :-)






DOWNLOAD:
http://www.caffeware.com/download_current.php

CONTROLS:

Run : Press Cancel button.
Open Ringmenu : Press Cancel and Confirm buttons.
Attack: Trigger Confirm button.

Use can use the KEYS.exe located in the game folder to map the controls to the keyboard keys.

A standard gamepad can be used to play the game. However, buttons can't be set for the gamepad.

Field map:
Use the Direction keys to move the character.
To attack, use the Confirm key.
To run press and hold the Cancel key while using the Direction keys.
Finally, press and hold both the Confirm and Cancel keys to open the Ringmenu.

Ringmenu:
The Ringmenu is used to select healing items, to change the controlled character, and to select and use magics. The battle will keep running while the Ringmenu is open. If the character with the Ringmenu is hit by an enemy, the Ringmenu will automatically be closed.

The cotrols for the Ringmenu are the following:
Direction keys Left and Right to rotate among the icons available.
Directions keys Up and Down to change rings.
The Confirm key is used for selecting the icons. In some cases when selecting an icon, the Handcursor will appear. With the Handcursor you can select allies or foes depending on current ring.
The Cancel key will close the Ringmenu.

MAGICS:
At the moment, only the Tamber character can use magics. There are various magics, each with different reactions. For example, one will hit a single enemy, while other will hit multiple. Try them all and discover the different effects!

OBJETIVES:
The characters DO NOT earn experience points or gain levels. Nevertheless you can 'farm' items and can earn money in order to buy in the shops. A good inventory will be necessary when encountering a 'mysterious' someone!

Please tell me what you think!

---------------------------------------------
OLD VERSION!!!
---------------------------------------------






Tell me what you think. Even more if it sucks. :D
Move->Arrow keys; Confirm/attack->Enter; Cancel->Numpad0;
Open RINGMENU-> press:Confirm and Cancel

15
General / Can sfml classes be serialized?
« on: November 25, 2011, 08:06:52 am »
So I can serialize classes compose of simple type, but can sfml classes be serialized?

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