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Messages - Gamachara

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General / Re: Visual Studio 2017 and SFML 2.5.0
« on: May 21, 2018, 05:11:22 am »
The SFML_STATIC is here. SFML_STATIC tells Visual Studio you should have resources for the static version. You're not linking statically, you're linking dynamically and have the dynamic resources available. Get rid of SFML_STATIC.

Make sure you do this for all build configurations.

Feature requests / Re: Visual Studio 2017 Support
« on: April 22, 2018, 07:28:57 am »
There are things here that can seem obvious to the experienced and baffling to the newbie. If this is how I got caught up then I think I know the confusion here.

The version number is not the same as the year for the release. Visual Studio 2017 is version 15. If you open Visual Studio 2017, go to help, then the about screen you'll see.

As for the build configuration incompatibility stuff it's definitely common and can be frustrating. Sometimes it's an obvious mismatch (trying to compile a 32 bit program while including 64 bit SFML) but sometimes it's a little deeper or more confusing than that. Generally if there are strange issues like this VS is where you should look first.

I've encountered issues when Visual Studio is working and building fine, I update VS, then it insists the build configuration is incompatible. I came to find out somehow I had to create a new build profile with exactly the same values and name as the old one to make it work.

In my experience Visual Studio can be incredibly buggy with solution and project files.

SFML projects / Re: fallahn sfml-tmxloader
« on: February 11, 2015, 04:18:54 am »
Obviously fallahn will know it better than anyone but I have used it a little bit. As far as I know the loader itself doesn't really do anything for collision. I'm sure there are ways to code generating the collision boxes in an efficient way but I have always opted to manually put in collision rectangles as a "bounds" layer in the TMX.

I'm just copying and pasting pieces but I gathered a vector of collision boxes like this.

std::vector<sf::FloatRect> mapBounds;
tmx::MapLoader map("maps\\");
std::vector<tmx::MapLayer> mapLayers;
sf::Vector2u mapSize;

void Scene::loadmap(std::string mapName)

   mapLayers = map.GetLayers();
   mapSize = map.GetMapSize();

   for (const tmx::MapLayer layer : mapLayers)
      if (layer.name == "Bounds")
         for (const tmx::MapObject& mapObject : layer.objects)

SFML projects / Re: Screenshot Thread
« on: January 23, 2015, 07:55:44 am »

Here's what I've got experimenting on making a primitive Megaman-like platformer. MAJOR thanks to fallahn for the tmx loader. It made things much easier.

The second shows a zoom for a little (stupidly simple) 2.5d perspective that I want to explore a little more in combination with lighting.

I'm scrapping this and starting over (for the third time now) but that's generally how I learn. I'm a total novice at C++ and SFML but when I feel a little more confident in my code I'll throw up a github page.

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