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Topics - ChronicRat

Pages: [1]
1
SFML projects / Zombieland
« on: February 21, 2015, 05:49:09 pm »
I'm trying to get a new job, so they gave me a test task with the conditions: topdown shooter or whatever you want, 2000 active objects, several static objects, collisions etc, no game engines, no physics engines. 3rd party libs allowed. Time: one week. I decide to use SFML and GLM. All other code was written less than seven days. Graphics and sounds were stolen from internet, from www.opengameart.org mostly.
So today I was done the game, and it is Zombieland.
Enjoy!
Source code. May be it can be useful for someone new to SFML.
Binary.

http://youtu.be/zB1a2nTSgb0
http://youtu.be/D5RC1KXdaeM

2
SFML projects / Killer bubbles from outer space
« on: May 29, 2014, 06:30:41 pm »
Well, no one need educational game. And here it is - noneducational game. =)

http://www.youtube.com/watch?v=QT6aN7MgkSE

It is in early alpha, but you can play a little with it - https://www.dropbox.com/s/xzz0ntsd188zodu/bubbles.zip

3
Network / Downloading game content
« on: April 23, 2014, 05:29:45 pm »
I have very little network programming experience. So, my question is more abstract than practical. I want that my game to download missing content from my site and to show user progress of downloading. Which method is the best for such task?

4
SFML projects / [Game] Croger
« on: April 08, 2014, 08:34:14 pm »
So, we are at finish line with Windows release. Then will be build for Linux and port to Android.
This simple game is for young smart kids to improve or indroduce them an art of programming. =)

Gameplay video:
http://www.youtube.com/watch?v=G19a8HvsbRg
http://www.youtube.com/watch?v=I_bOJ0SA4xY

Game's page:
http://familyxoft.com/blog/?page_id=2

Soon i'll do normal page for this game on my site with all game related information and tutorial.

PS And i'll ask my friend to do normal translation to english and deutsch. If someone wants translate to other languages - you are welcome.

PPS Game uses my GIPE framework based on SFML (and it's dep-s), Lua, OOLua, glm, zlib, minizip. I want to thank all of these libs creators. I'm used SFGUI, but had to refuse because of different vision of some things and because of GIPE is optimized to use several threads. So GUI is my own, but i want to thank SFGUI creators too. =)


5
Audio / Bad sound playing
« on: April 07, 2014, 09:19:07 pm »
I have a sound with sand rustling, but in SFML it sounds like (clap?) Sorry, i don't know how to call this sound. I thought it's my fault, then I tested it in SFML Sound example with the same result. Or may be it is OpenAL's fault?

6
Graphics / sf::Texture vs 32bit exe vs 64bit exe
« on: March 29, 2014, 04:35:34 pm »
Why texture 2048x1024 is perfectly works with 64bit executable and failed to create due size limitation with 32bit executable? I thought that it depends on video card.
VC - nVidia 250 GTS 512Mb
x64 mode sf::Texture::getMaximumSize() returns 8196
32 bits mode sf::Texture::getMaximumSize() returns 1024  :-\

7
Graphics / [SOLVED] loadFromMemory vs loadFromStream
« on: November 17, 2013, 03:14:20 pm »
I have some file where several texture images are packed. I wanted to do so
        result = texture.loadFromStream(input);
But it fails, log message is "Failed to load image from stream. Reason : Image not of any known type, or corrupt".

So i changed to
        void* data = malloc(size);
        input.read(data, size);
        texture.loadFromMemory(data, size);
        free(data);
and it works fine, but there reduntant memory allocation operations. Any thoughts how to do it better?

8
SFML projects / GIPE Framework
« on: October 04, 2013, 05:45:27 pm »
Just another one framework based on SFML. Effects editor:

http://www.youtube.com/watch?v=2XrpQMhw6VM



https://bitbucket.org/SteelRat/gipe - project still in development.

9
Graphics / [SOLVED] sf::Text not drawed
« on: September 02, 2013, 08:56:15 pm »
Here is code:
/* virtual */ void Info::draw(sf::RenderTarget& target, sf::RenderStates states) const
{
        SIMPLE_LOCK

        if (!mVisible || !mIsInitiated)
        {
                return;
        }

        sf::View old = target.getView();
        target.setView(mView);
        target.draw(mDrawText, states);
        target.setView(old);
}

About one hour ago text was on the screeen, after little refactoring - no text drawed. Target is active, GLstate reseted... Is there any simple reason for such behavior?


Solved: Use sf::InputStream with care!

10
Feature requests / APNG support
« on: October 06, 2011, 12:31:29 pm »
With automated and manual control. =)

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