Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - eyeliner

Pages: [1] 2
1
SFML projects / Re: UnNamed Tiny RPG
« on: January 07, 2015, 10:05:08 am »
Hi, Ricky.

This is just a WIP, in no way, shape or form in a playable state. I posted so I can motivate myself to finish it. :)
I have updated the topic tytle to state the current state of the project.

My char has now a decent animated walk cycle (as much as I can animate). I was very happy when my wife identified the little dude with a shield as being a soldier with something on the front of him. :P

2
SFML projects / [WIP - Not playable] UnNamed Tiny RPG
« on: January 06, 2015, 11:56:27 pm »
Hi.

First of all, hi guys, I've been working and honing my skills in C# programming using SFML.net and this is what I have (Disregard the red uppermost part):


This is a simple and fast RPG with all coding and assets done by me. It will be an RPG in the vein of candy box, but with some differences to make it a bit quicker to start, quest and finish in its entirety.

You will never control the character directly, you'll just point to where he will go and watch him succeed or fail.

So, on to the more technical stuff:
I have no artistic skills whatsoever and I could vastly improve my coding but I'm following (at least trying to) the NES system restrictions regarding resolution, colors and amount of sprites/colors on screen.
I have a game state system in place, but I am not sure it's ideal/the best, but it is working.

I have been able to learn A LOT and I'm almost at the point where I can search for help on most topics autonomously because I know the terms used in C# (like what is inheritance and those other things).

SFML.Net has become quite a learning tool and, even if I get nowhere with my tinyRPG, at least I improve my knowledge.

More to come. Eventually. Or if any of you ask stuff. :)

EDIT:
I've fixed the blurry text, though it's not quite there yet, as you can see in the top of the "E" in "Enemy".

3
SFML projects / Re: 'Tiled' Tile-map Loader
« on: September 11, 2014, 04:22:32 pm »
Thought so. Way too freakingly complicated for my dumb self.

I tried but i have no idea about C-Make and all that jazz.  :(
Guess this one is not for me.

4
SFML projects / Re: 'Tiled' Tile-map Loader
« on: September 11, 2014, 11:58:20 am »
I feel dumb stupid, but could you explain how to build your TMXLoader? On windows. With VS2013 Express.

I don't work with C++ and I have absolutely no idea about what to do to build it. Or is there a binary somewhere that I can't see?

Thanks.

5
DotNet / Re: Adding a "Tag" to a sprite: Possible
« on: August 13, 2014, 04:48:33 pm »
This is all levels of amazing! Thanks! After reading your code (Ztormi, and zsbzsb), I think I now understand. I was actually hacking away with some positive results.

I wouldn't go where you guys are so fast (there's the difference between those who know and those who would like to know), but you guys helped me immensely for my future. This will prove quite handy if I ever get such a need in other classes.

Thanks, all.

6
DotNet / Re: Adding a "Tag" to a sprite: Possible
« on: August 13, 2014, 12:21:40 pm »
That's OK. When trying to help, sometimes overlooks happen.

Now, regarding Nexus' advice (and yours), I'm trying to find out how to do such a thing. :P
And having a hard time to find good examples. But I'm stubborn. :)

7
DotNet / Re: Adding a "Tag" to a sprite: Possible
« on: August 12, 2014, 10:55:32 pm »
I sure am! I just need a bit of time to deal with and search for with the particulars. Adding a tag ended up being way easier than I first thought.
Of course, I need to create a sprite in a bit different way, but it's okay (for 3 lines of code, at least).

My main hardships are the names of what to look for. :p

Thanks, Hapax, I'll have to translate that to C#. :) And yeah, I figured how to do it, but I can't create a sprite like:
Code: [Select]
nSprite spr = new nSprite(new Texture("image.png");

I have to resort to this:
Code: [Select]
nSprite.Texture = new Texture("image.png");
nSprite.Tag = "myTag";

But it's not too bad.

8
DotNet / Re: Adding a "Tag" to a sprite: Possible
« on: August 12, 2014, 09:58:16 pm »
Understood. I don't think I'm quite there yet to pull off such a thing, but I got the point you are trying to get across.

Thanks Laurent.
EDIT:
Thanks muchly for the point in the right direction! Made it work by making a class that derives from sprite. I added a Tag.

Now to make a collision checker. :)

9
DotNet / Adding a "Tag" to a sprite: Possible
« on: August 12, 2014, 05:22:48 pm »
First, I'll explain what I want to do:

I'm currently using lists to store my sprites, so that I use a foreach loop and draw all the items in a List<Sprite>.
It works great. For drawing, of course.

Thing is, if I want to do anything more to them, say like test if the mouse is over one specific sprite.
It would be great if there's a way to add a tag (or something, for that matter), that we could use to differenciate the sprites, using a list would be even more great.

In my case, I'm specifying the index of a sprite on the list to shutdown my app. Ok, I can live with it.
But when the app grows (and I intend on doing something very much mouse based), it would be great if I could do something like:

foreach (Sprite s in sprites)
    if (s.GetGlobalBounds().Contains(mouseX, mouseY)&&s.Tag =="whatever")
        {
                //Do something
        }
 
I'm really not sure about the difficulty in implementing such a thing and if a thing exists, I apologise. If it is something that can be added by anyone less enlightned (like myself), I surely wouldn't mind doing it.

Can anyone tell me? Thanks.

10
DotNet / Re: SFML Game Development C# Port
« on: August 07, 2014, 03:13:24 pm »
Cool stuff! Thanks for the hard work! I, personally, appreciate it.  :)

11
SFML projects / Re: SFML.Utils - extensions for SFML.Net
« on: July 31, 2014, 12:06:04 am »
Could you please tell me what is the meaning of "Max fast sin error is:" message?

By some investigations of mine, seems to be related to how quickly some computations are executed. Is that something I should be aware of or is it something I can ignore?

12
SFML projects / Re: SFML.Utils - extensions for SFML.Net
« on: July 23, 2014, 12:27:22 am »
Possibly no one will read this, but I just downloaded, built and started using this. I really like the integration of this with SFML, and the Vector functions are very necessary.

This is great. Thanks. :)

13
SFML projects / Re: NetEXT - SFML.NET Extension Library based on Thor
« on: July 23, 2014, 12:16:26 am »
Hey there. Thank for this, but I can't build it.
It rants about this:
Quote
Error   1   The type or namespace name 'System' does not exist in the namespace 'SFML' (are you missing an assembly reference?)   D:\GameMaking\NetEXT\NetEXT\TimeFunctions\Stopwatch.cs   2   12   NetEXT

With loads of errors like this.

And these warnings:
Quote
Warning   49   'NetEXT.Particles.ParticleSystem.ExpiringTime' overrides Object.Equals(object o) but does not override Object.GetHashCode()   D:\GameMaking\NetEXT\NetEXT\Particles\ParticleSystem.cs   281   23   NetEXT
Warning   55   'NetEXT.Particles.ParticleSystem.TimeLink<TimeType,ValueType>' overrides Object.Equals(object o) but does not override Object.GetHashCode()   D:\GameMaking\NetEXT\NetEXT\Particles\ParticleSystem.cs   328   23   NetEXT


I want to build a 64bit version, because I downloaded the .dll present and apparently it is not 64bit.

Am I being dense, or some compatibility somewhere lurks in my vicinity?

14
DotNet / Re: window.draw() to draw multiple sprites?
« on: July 19, 2013, 01:18:01 pm »
Made it with a List...

15
DotNet / window.draw() to draw multiple sprites?
« on: July 19, 2013, 01:09:25 pm »
First and foremost, I am quite dumb, but I'm still learning, and love every second of it. :)
I hope you don't find this question too dumb. :p

Is this possible?
I have the following code on Main():
            string newImage1 = "textures\\1.png";
            Sprite sTexture1 = createSprite(newImage1, window, new Vector2f(95, 95), new Vector2f(50, 50));

            string newImage2 = "textures\\2.png";
            Sprite sTexture2 = createSprite(newImage2, window, new Vector2f(95, 95), new Vector2f(500, 400));
And the method called:
        private static Sprite createSprite(string image, RenderTarget window, Vector2f origin, Vector2f position)
        {
            Sprite sTexture1;

            //Load a texture and make a sprite
            Texture texture = new Texture(image);
            sTexture1 = new Sprite(texture);

            //Set the origin to it's center
            sTexture1.Origin = origin;

            //Set the position to the center of the screen
            sTexture1.Position = position;
            return sTexture1;
        }

Then, in the game loop, I have to call window.draw to each sprite (makes sense), but is there a way to make only one window.draw to draw all the sprites?

I just remembered arrays/lists, but I'd have to make a for loop, and I don't know how that would be performance wise...

Pages: [1] 2
anything