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Messages - LanceJZ

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General discussions / Re: SFML Blueprints - Another SFML book
« on: October 27, 2015, 11:02:45 pm »
Those files are not included with the book, you have us download from your github site... Don't you even remember your own book? x.x
I want to use Visual Studio 2015, that is the one I plan on using in my games. I am not learning to do it your way, I want to learn how to do it my way...

2
General discussions / Re: SFML Blueprints - Another SFML book
« on: October 25, 2015, 01:54:31 am »
Hi, I'm on chapter 7 and I'm having an issue building the library for SFML-utils-es I get an error code C2065 'ENTITY': undeclared identifier in line 104. I'm using VS 2015. That error seems to cause 78 other errors in EntityManager.hpp/EntityManager.tpl related to that. There are no other errors in other headers.
I got the SFML-utils-core library to compile just fine. I have not tried the others yet. I changed all the 'and' to &&, 'or' to || and 'not' to ! to do so. As it should have been in the first place.
If you could help, I could maybe learn something. I've been working on this for two days with no luck.

I'm also unable to compile the cpp-utils library. On sys.cpp on line 8 I get PATH_MAX : undeclared identifier and other errors all in sys.cpp.
I also fixed a typo, you had __WIN32 instead of _WIN32 in one of your #ifdef Ln 423.
I would like to be able to compile all of these.
Thank you.

3
You know what I mean... The binaries are compiled into the exe file... So you don't need any DLLs. Stop splitting hairs. I'm dyslexic and I have aphasia, so I have trouble saying what I mean. :p
It took me days to get it working. I started doing it that way with Polycode.

4
SFML projects / Re: Thor 2.0 released!
« on: October 11, 2015, 04:37:47 am »
This works fine with the new release of SFML 2.3.2? I'm about to compile it. Thank you for your time.

5
It does not use the binaries, it is static, so no SFML DLLs used. Dude... I'm doing this on my free time, don't be so greedy. This is meant as an example, not to do all the work for you.

6
General discussions / Re: SFML 2.3.2 released
« on: October 11, 2015, 04:29:09 am »
I'm using SFML in Visual Studio 2015 v140 with static binding just fine. I posted projects that use it in General discussions for an examples. I included the pong example and my own game I'm working on. Game on!

7
I've compiled this for those that get lost in making it for a new version of Visual Studio. Please feel free to use these in your projects. It works great for me. I've uploaded to to github. The way I use this is by placing it beside the project folders of your SFML projects. No DLLs needed for this for SFML, they get compiled into the exe file.
https://github.com/LanceJZ/SFML-2.3.2
See an included example game setup for this here if you need to see how to setup VS 2015 for it. https://github.com/LanceJZ/SFML-Pong
Or Check out my game using this here if you need to see how to setup VS 2015.
https://github.com/LanceJZ/Base-Defender
Game on!

8
Feature requests / Re: Setting rotation with radians
« on: March 29, 2014, 08:13:41 am »
Well, I don't think it makes much difference, as one can easily write and use DegToRad and RadToDeg functions.

I just wanted to use something "human-friendly" by default, so that you can write Sprite.Rotate(90) instead of Sprite.Rotate(M_PI / 2.f).

Funny you should say that, as I find radian way more human friendly than degrees. I hate having to figure out degrees to radians and back. I love Pi, why the hate on pi? I'm actually annoyed that degrees is what sprite uses for rotation.
Just my thoughts on the matter.

9
This works great! Windows 8.1 with VS 2013 Ultimate as Win32. Thank you, I edited the template slightly to use my dll folder, I just add it to the path instead of copying it over and over.
I did it by adding this:
  <PropertyGroup Condition="'$(Configuration)|$(Platform)'=='Debug|Win32'">
    <LocalDebuggerEnvironment>path=D:\User\Documents\Visual Studio 2013\C++\SFML-2.1\bin\
   </LocalDebuggerEnvironment>
    <DebuggerFlavor>WindowsLocalDebugger</DebuggerFlavor>
  </PropertyGroup>

:D

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