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Topics - SpectreNectar

Pages: [1]
1
General / What sound format best suits our game?
« on: July 12, 2017, 12:00:46 pm »
Hello audio devs,
we used to store music and sound effects in separate .ogg files but now we noticed that the total clip length of each file has decreased after conversion from .wav. This is especially unfortunate for music/voice acting clips because quality decreased as a result.

What is your experience and what can you suggest we do in the future?

Cheers
http://giantgoblinstudio.com

2
SFML projects / The Night Christmas Ended (Now on Steam)
« on: December 05, 2016, 01:35:19 am »
Greetings everyone,


With much cheer I hereby announce that our most ambitious game to date is released  ;D It finally got wrapped up so to speak  ;D

I made a post of the beta version here a while back:
http://en.sfml-dev.org/forums/index.php?topic=19419
Since then, the 'Graphics Design Goblin', the 'Director, Dramaturg and PR Goblin', myself the 'Programmer Goblin' and some friends have gotten together and finalized our conjuration, this Christmas tale of epic proportions, for everyone to enjoy. The difference should be clearly noticeable, and we put a lot of work into this before putting it out for sale. Loads of added content, features and polish. And all in SFML of course ^^

So without much further ado, I present you:

The Night Christmas Ended (Trailer)
http://www.youtube.com/watch?v=TSXo1TX5v_s

Find it on Steam: http://store.steampowered.com/app/558440/


Synopsis
Be an utter christmas bastard in this 4th-wall-breaking, narrated, christmas rampage (shmup). Play together with the world's biggest goblin, as the two of you blackmails santa, flies away on rudolph, fights evil-siberian-pet-pinetrees plus a legion of equally scary candy, and heaps more!

  • Our take on a casual shoot 'em up (including, but not limited to, something in the vein of the ol' Buster Bros)
  • The whole tale is fully voiced by actors (told ya it'd be narrated!)
  • Play with a friend in local co-op (jump right into story mode where you left off)
  • Try to save christmas (or don't)
  • Support for USB Controllers (and misc options)
  • The Giant Goblin will complain if you control him badly (or praise you for being a bad guy)
  • Full of surprises and strange things (scattered throughout 7 winter wonderlands)


Giant Goblin Studio
About us, info: http://giantgoblinstudio.com/
Inquiries: contact@giantgoblinstudio.com

Social media etc.
Twitter: https://twitter.com/Giant_Goblin_S
Facebook: https://www.facebook.com/GiantGoblinStudio
YouTube: https://www.youtube.com/channel/UCbL7VAZ52epfWI6PjzOLRVg


HO! HO! HO!




Happy holidays,
SpectreNectar & The Goblins

3
SFML projects / A Goblin's Xmas Tale
« on: November 27, 2015, 11:37:28 am »
http://www.youtube.com/watch?v=nw_e3ZbAEoY

Out now!
Itch.io: http://giant-goblin-studio.itch.io/a-goblins-xmas-tale
GameJolt.com: http://gamejolt.com/games/a-goblin-s-xmas-tale/110149
IndieGameStand.com: https://indiegamestand.com/free-games/2318/a-goblins-xmas-tale/
64Digits.com: http://www.64digits.com/games/index.php?cmd=view_game&id=5884


A Giant Goblin's Xmax Tale
In this 4th-wall-breaking game you take control of the Giant Goblin who has just shot down Santa on Xmas night. Together, you and the Giant Goblin will go on a merry-old-fashioned-evil-ghost-candy-killing-holiday rampage, to maybe save Xmas from the jerk, Valdeze, who has stolen the naughty-and-nice-list and all the presents.

  • The whole tale is fully voiced by actors
  • 2D pixelart arcade comedy/horror shooter
  • The main game can also be played local co-op
  • Local 4 player VS. mode
  • The Giant Goblin will complain if you control him badly
  • Full of surprises and strange things










Website: http://giantgoblinstudio.com
Twitter: https://twitter.com/Giant_Goblin_S
Facebook: https://www.facebook.com/GiantGoblinStudio

4
General / [SOLVED (sort off)] PhysFS, 7zip and PNG gives crash
« on: October 10, 2015, 05:09:26 pm »
Not sure if right forum but I'm clueless and here goes:
I'm trying to use PhysFS to load png files and draw them with SFML .
Using 7zip (15.8) file manager for file compression I have successfully done this but with the zip format rather than the 7z format.


I get this from the console with 7z:
Failed to load image from stream. reason: image not of any known type, or corrupt

Any ideas what could cause this?

5
General / SFML + Emscripten ?
« on: October 04, 2015, 05:06:41 pm »
I'm trying to get a game made in SFML inside a browser.

So I found Emscripten which I thought could do it easily. I was wrong. After setting it up and trying to compile I get this: "This UNIX operating system is not supported by SFML library" (config.hpp:92)

Apparently it wasn't meant to be easy. So is there anything I can do to achieve my goal? Maybe compile SFML myself and set the directive to one of the other Unix options? I could use a hint or two.

6
General / libstdc++-6.dll error
« on: July 07, 2015, 01:31:45 pm »
When running my project a lot of these get thrown in my face by the debugger:

Error while reading shared library symbols for C:\Program Files (x86)\CodeBlocks\MinGW\bin\libstdc++-6.dll:

I googled and found a suggestion to recompile SFML 2.3 with the same compiler that is used by Code::Blocks.  I have two versions of MinGW - one in the Code::Blocks folder and one in the C: although I'm close to certain that the one in the Code::Blocks folder was used when I compiled SFML.

I guess that renders the suggestion useless. Right? So how do I get rid of the error?

Sorry if I'm being a tad newbish here :)

7
SFML projects / Ghost Hunters - A Bearded Adventure [game]
« on: October 29, 2014, 09:46:03 pm »
So I finally made a game :)

http://gamejolt.com/games/action/ghost-hunters-a-bearded-adventure/48875/

It uses a lot of SFML and not much else really. A thin layer of customization for input. Same for sprites and sounds. And voila! Ghost hunters for the PC is created.

It's a parody of the Ghostbusters game for the NES. I hope you'll like it :)

Trying to get it greenlit on Steam by the way. *hint hint*

8
General / Glew trouble when trying to run modern OpenGL
« on: June 04, 2014, 04:59:46 pm »
Hello

I'm trying to get OpenGl 3.3 to work with SFML 2.1. I read in the tutorials that I need to include Glew myself, which would explain why I can't get stuff like this working (undefined errors):

GLuint IndexVBOID;
glGenBuffers(1, &IndexVBOID);

and

glBlendEquationSeparate(GL_FUNC_ADD, GL_FUNC_ADD);
glBlendFuncSeparate(GL_ONE, GL_ONE_MINUS_SRC_ALPHA, GL_ONE, GL_ZERO);


-but can use glDrawArrays etc.

I understand that Glew must be included before SFML (right?), but when I try that I get tons of this:

C:\sfml\SFML-2.1\lib/libsfml-graphics-s-d.a(glew.c.o):glew.c:(.bss+0x2698): multiple definition of `__wglewWaitForSbcOML'
C:\Glew\1.10.0\lib\Release\Win32\glew32s.lib(tmp/glew_static/Release/Win32/glew.obj):(.bss+0x25bc): first defined here


What am I completely misunderstanding? :)

9
Graphics / Thread causes a crash in SFML/wxWidgets app *solved*
« on: January 05, 2014, 01:52:43 am »
Hi

I'm making an application using SFML 2.0 and wxWidgets together. A level editor that opens a new window when the level is to be tested. Causing a crash why I'm unsure.

Main.cpp  - -  http://pastebin.com/WHJuCM13
application.cpp  - - http://pastebin.com/GtEwB2ji
application.h  - - http://pastebin.com/TAyBFfGg

Help much appreciated

10
Graphics / pushGLStates/popGLStates? (Fixed)
« on: May 05, 2013, 11:06:07 pm »
EDIT: Nevermind it was culling that caused this ._.

Hi...

I need a bit of help figuring out how to use the graphics module with OpenGL.

My attempt:

#include "application.h"


Application::Application(Configuration c) :
    vmode(c.width, c.height, c.depth),
    win(vmode, c.title, sf::Style::Default, c.gfx),
    fpsTimer(),
    deltaTimer() {

    // INITIALIZE
    win.setVerticalSyncEnabled(true); // call it once, after creating the window
    // OR win.setFramerateLimit(60);  // --||--

    Input::init();

    is_running = true;

    // SETUP

    game = new Game(c.width, c.height);

    //OPENGL

     // Create a sprite for the background


    texture = 0;
    {
        sf::Image image;
        if (!image.loadFromFile("data/gfx/crate.bmp"))
            is_running = false;
        glGenTextures(1, &texture);
        glBindTexture(GL_TEXTURE_2D, texture);
        gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGBA, image.getSize().x, image.getSize().y, GL_RGBA, GL_UNSIGNED_BYTE, image.getPixelsPtr());
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
    }

     // Setup an ortographic projection
    glMatrixMode(GL_PROJECTION);
    glLoadIdentity();
   
    glOrtho(0.0, c.width, 0.0, c.height, -1.0, 1.0);
    glViewport(0, 0, c.width, c.height);

    //Culling
    glEnable(GL_CULL_FACE);
    glFrontFace(GL_CCW);
    glCullFace(GL_BACK);

    glColor4f(1.f, 1.f, 1.f, 1.f);

    // MISC

        //ALpha
    glEnable(GL_BLEND);
    glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

    config = c;

}

Application::~Application() {

    // Don't forget to destroy the texture
    glDeleteTextures(1, &texture);

    //oss.str(""); //DO THIS IF DRAWING TEXT

    delete game;
}


void Application::run() {

    while (is_running)
    {

                // E V E N T S
       
        // Handle inp presses or releases
        Input::frame();

        sf::Event event;
        while (win.pollEvent(event))
        {

            Input::sync(event);

            switch(event.type) {
                case sf::Event::Closed:
                    // Window closed
                    is_running = false;
                break;
                case sf::Event::Resized:
                    // adjust the viewport when the window is resized
                    glViewport(0, 0, event.size.width, event.size.height);
                break;
                case sf::Event::KeyReleased:
                    // ESC released
                    if(event.key.code==sf::Keyboard::Escape) is_running = false;
                break;
                default:
                break;

            }
        }

                // L O G I C
               
        double fps = 0;
        double framerate = fpsTimer.getElapsedTime().asSeconds();
        if(framerate>0.0) fps = 1.0/framerate;
        else fps = config.fps;
        fpsTimer.restart();

        game->update(deltaTimer.getElapsedTime().asMilliseconds());

               
                // G F X
               
                // Activate the first window
        win.setActive(true);
               
               
        glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
        game->drawGL(win);
        win.pushGLStates();
        game->drawSFML(win);
        win.popGLStates();
        win.display();

    }

}
 

It draw the OpenGL graphics but seemingly the OpenGL graphics is either the only thing drawn or is drawn after the SFML graphics.

Any hints?

Also it would be nice with a page about it on the wiki .

EDIT: Nevermind it was culling that caused this ._.

11
General / std::sort using class cmp function due to private member? yikes
« on: February 26, 2013, 05:20:36 am »
G'day

This is not directly relevant to SFML by the way but I thought I might receive assistance nevertheless :)

So what I'm trying to do is sort the tiles in my level editor for drawing. For that purpose I use std::sort(). Problem is that it's not working. I pass in a static class function declared like so:

//  Canvas Cell Painter
class Painter {

    private:
       
        ...

    // Place in "grid" that stores Tiles and collision "shapes"
    struct Cell {
        ...
                int    order;         // Drawing order
        ...

        Cell(int ind[], Area* par, sf::Texture* tex) {
            ...
            order = pos[1]-pos[2]; //For draw sorting

            // Add this to parent
            parent = par;
            parent->cells.push_back(this);
                        ...
       }

    }

    ...


    public:

    ...
    static bool cmp_cells(Cell* a, Cell* b);

    ...

};

...and defined like this:

bool Painter::cmp_cells(Painter::Cell* a, Painter::Cell* b) {
    return (a->order<b->order);
}

...and expect it to work when I do:

void Painter::paintbrush(double px, double py, double pz, sf::Texture* texture) {
        ...
        Area* a = new Area(pos, dim);

    // Put a cell in Area
    int zero[3] = { 0,0,0 };
    Cell* c = new Cell(zero, a, texture);

    std::sort(a->cells.begin(), a->cells.end(), Painter::cmp_cells);
        ...

}

But it doesn't =(
Any ideas people?

I'm clueless... thanks for your time anyway

[attachment deleted by admin]

12
General / Undesired texture stretching (wxWidgets+SFML 2.0)
« on: November 05, 2012, 01:37:36 pm »
Hi,

I'm somewhat of a beginner in both wxWidgets and SFML but here goes:

I'm making a level editor and have made a small part of it that scans a directory for tilesets and then shows one of them in a wxWindow. Problem is, whenever I change the tile graphics it gets stretched (see attachment).

The tiles are supposed to be 32x24 pixels. The stretch happen after calling SetClientSize in this function:

void MyPalette::pickTileset(int num) {

    if(num<tileset_max && num>=0) {
        tileset_n = num;

        int w, h;
            w = myTilesets[num].getSize().x;
            h = myTilesets[num].getSize().y;

        cols = (w+width-1)/width;
        rows = (h+height-1)/height;
        cells = cols*rows;

        wxWindow::SetClientSize(wxSize(w, h));

        wxScrolledWindow* par = (wxScrolledWindow*) GetParent();
        //if(par!=0) par->SetScrollbars(1, 1, event.GetSize().x, event.GetSize().y);
    }
}

(initial size is 800x600 which looks fine)

[attachment deleted by admin]

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