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Messages - alien8

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1
General discussions / How times have changed
« on: April 29, 2020, 12:19:37 am »
Hello again to everybody after so many years !!!

Back in the day I was lurking in the great libraries (and its communities) that were common to all us, multimedia/videogame/whatever programmers.

In fact, I was in the midst of a "traumatic" change and evolution from archaic Turbo C++ 3.0 to MinGW compilers and Windows programming.

Real life got in the way, but I always kept hopes to be back.

To my surprise, it looks like nowadays, people have left libraries and migrated to engines, being more and more "lazy". Or worse yet, abandoning code and programming; in fact, becoming merely a passive consumer of digital entertainment.

I don't know to what extent my view is a pessimist one, but I wanted to ask about this theory of bad times or so. In any case, I am totally happy to be fully commited with SFML/C++ coding [ :o sorry, Allegro] and in fact planning, and, what's more important, finishing, several real projects (So this time it's too late to be only a false kickstart, procrastination aside). Because, frankly, to be locked and only learning how to operate the remote control of a TV... that's not life at all.

2
SFML projects / Re: Need sfml programmer for word guessing game
« on: April 17, 2017, 11:18:07 pm »
...but is it any kind of collaboration effort?
And does 'SFML interface' refers to GUI or is that the console output is in fact the interface?

3
General / Re: Android Development
« on: December 13, 2016, 12:51:18 pm »
Thanks Mario for being honest reply. But CSFML is the answer to port to Android instead of SFML?that's what I understood from your reply

4
General / Re: Android Development
« on: December 09, 2016, 07:01:18 pm »
So, the several issues regarding Android port are being slowly adressed? Strang that in http://en.sfml-dev.org/forums/index.php?topic=21006.msg150266#msg150266 nobody did any research or even comment.

Is there good chances to successfully port to Android?

5
SFML projects / Re: First Game Showcase (with source code!)
« on: October 13, 2016, 10:05:35 am »
looks great but is for debugging?

6
SFML website / old posts
« on: March 29, 2016, 12:55:58 pm »
hello to all... maybe I'm gone too much time, but, I'm totally unable to read my own old posts and doubts...
Searching in the SMF User Help no result, and in the menu you only have :
    Home
    Help
    Search
    Profile
        Summary
        Account Settings
        Forum Profile
    My Messages
        Read your messages
        Send a message
    Members
        View the memberlist
        Search For Members
    Logout

          ...    So I've been trying with all these options, especially 'My Messages'
Thanks if anybody has hints

7
Graphics / Re: Drawing graphics... the old way
« on: October 23, 2015, 07:07:39 pm »
Yes, I imagined that way.
I also discovered the only other related thread:
http://en.sfml-dev.org/forums/index.php?topic=2955.0

I don't know, I think it's more of a psychological state of mind... nostalgia for the gone days, that makes me want to work on my first really serious arcade with that constraint.

Thanks for speedy reply..         Oh and in order to try to  increase the debate, where do members get your  resources? pixel joint? (http://pixeljoint.com/) open game art? (http://opengameart.org/)... selfmade maybe?

8
Graphics / Drawing graphics... the old way
« on: October 23, 2015, 06:22:36 pm »
Hello Again, and thank for this cool community
Is there a way to make graphics in a old fashion way e.g. directly integrating the typical matrix of pixels into the source?
I try to explain... I know about the several objects provided by SFML/graphics (namely sprites, textures, CircleShape...)
But I wanted to know if there is a more straight way to "emulate" putpixel, in order to be able to make the code more common with the old way, because I'm making an "old flavor" arcade and I think it's better to stay the more old way possible on the one hand, and another, to reuse some resources that load graphics from a bit/graphics-array, not the typical *.png or graphics file in general.
Also i wanted to know your opinion about these types of strategies about graphics use nowadays... :) ;)
It looks like there is no debate about that good old way
THANKS Very much.

9
Audio / Re: sound /music loads successfully but no sound at all
« on: August 13, 2015, 01:07:40 pm »
I apologize if this post appears to not consider your last response, Hapax, you're so kind but I must paste prewritten posts on the run...OK I know my next stop is the system (window maybe more) module.


The biggest error was to be mistakenly convinced that due to the presence of the 'if (!buffer.loadFromFile("..."))' the buffer of the sound wouldn't be not only damaged but also repeated or born from zero.
That is precisely the reason
"
if (sound.getStatus() != sf::Sound::Playing)
    sound.play();
"
that brillantly was suggested gets its purpose defeated

I don't know why I was using 2,2 tuto but the only difference to 2.3 is that it doensn't specify the list of supported formats

Having read the system module, etc. I tend to think that the position of the main loop is for facilitate, among other things, space for events (through the event loop itself) and that's the reason you must not integrate the bulk of the code into the main loop.
But then it arises the question of what about the supervisor ( ...is that the name for the loop in wich the course of the game takes place? ).

Anyways, I want to think that if the buffers are not destroyed, the sound variables are available, and not only that, if there is playing any music, it arrives to the end if no method interrupts it. Another question is if you include all this in a thread and that thread is affected by something.
Am I in the right track?.


..so many thanks, I hope this solves initial doubts of mine and can focus on the provided links by Hapax

10
Audio / Re: sound /music loads successfully but no sound at all
« on: August 12, 2015, 01:32:40 pm »
Well, the first thing I want to say today is I' amazed for the quality of this community and the software it supports.
I'm discovering it with joy day after day
I did research in other threads, and I saw 'no exact match' of my problem, so I posted this.

And my last research is about the proper and correct integration of "my code" into the 'skeletal' code provided by the several tutorials.
So I had the problem as correctly pointed out by shadowmouse and Hapax:
creating in the main loop the different sounds, time after time
I was mistaken by this paragraph in the tutos:
Quote
To control playback, the following functions are available:

    play starts or resumes playback
I incorrectly interpretd it as if the play starts once and it isn't necessarily as the play in a mp3 player
And just like you pointed me out, worse when I create buffer just in the loop.
Disastrous results
So, now my doubts acquires a more strategic approach:
Do we need to put in the main loop only code for the window realted stuff?
I was in the belief that the event loop integrated itself into the main loop doubles as 'supervisor', or the loop that helps create the passing by of the game.
Hopefully, with your hints and code, I'll be able to identify that part of my many doubts
The testings showed me to play fine outside the main loop, now I want to integrate it (with every portion of any program) inthe correct loop. Is the event loop only for the management of the events itself? and how is it different from the main one?
Many thanks and I understand that this post may falls under another module

11
Audio / Re: sound /music loads successfully but no sound at all
« on: August 11, 2015, 12:19:38 pm »
well, my instict said to me to be chance of problems due to that while (now I know is the game/main loop)
But I read well the tutorial(s) and I thought finally not to be problems derived by the existence of that while because play was to start , not for replay. At least that was that I understood. I'll fix it. Many thanks!

12
Audio / Re: sound /music loads successfully but no sound at all
« on: August 11, 2015, 10:37:59 am »
I take note

13
Audio / Re: sound /music loads successfully but no sound at all
« on: August 11, 2015, 10:09:31 am »
After setting up successfully C::B and tested with same success with the code in the first tutorial (http://www.sfml-dev.org/tutorials/2.3/start-cb.php), I was unable to get sound through the integration of the code in "Playing sounds and music tutorial" (http://www.sfml-dev.org/tutorials/2.2/audio-sounds.php).
I figured out the best place to put that rutine so it wouldn’t be ignored by the window routine, so the code itself is
Code: [Select]
#include <SFML/Graphics.hpp>
#include <SFML/Audio.hpp>
int main()
{
    sf::RenderWindow window(sf::VideoMode(200, 200), "SFML works!");
    sf::CircleShape shape(100.f);
    shape.setFillColor(sf::Color::Green);

    while (window.isOpen())
    {
        sf::Event event;
        while (window.pollEvent(event))
        {
            if (event.type == sf::Event::Closed)
                window.close();
        }

        window.clear();
        window.draw(shape);
        window.display(); // till here, code from lesson 1

sf::SoundBuffer buffer; // sound routines from "Playing sounds and music". First the sound
if (!buffer.loadFromFile("loose.wav"))
            return -1;
sf::Sound sound;
sound.setBuffer(buffer);
sound.play();

sf::Music music; // Now the music routines
  if (!music.openFromFile("loose.wav"))
  return -1; // error
music.play();
    }

    return 0;
}


Important: this is the baseline code, customized afterwards with all kind of tricks to be able to hold music.play() and not be missed, like flags, if’s sentences and more.
Another important note is that I try to make the changes inside the event loop.

I linked dynamically.
In the tutos, it says to copy DLLs into the .EXE folder: libsndfile-1.dll and OpenAL32.dll in the 2.2 version, but only the openal one if you’re in 2.3
So I copied.

But the best I got was very scarce broken or partial sounds (indeed, with no changes to the code you see), I think due to put the sentences in the whiles and failing to correctly controlling music+sound (I also made use of the several methods for these two).
Well, this is till now the best I can
Note: it's a laptop, and this post is written offline, unaware of changes

14
Audio / Re: sound /music loads successfully but no sound at all
« on: August 10, 2015, 06:50:20 pm »
Well, thanks for answer.
I didn't reply correctly for being in a hurry, no internet connection on the machine I code in  :-\

The "manual for me are the tutorials
The tests done are always dinamic
The code? I'll try to post it in a few hours. Reason: my first paragraph...but it's the C::B tuto code with the example code of sound+music tuto

For OpenGL... Well the familiarization with openAl is more recent, so I was confused.

On another point, I didn't well in saying to be newcomer...plenty of tests\personal manuals\partial games in C and C++ in DOS
Even complete games in VB6
Possible hint to be that the execution lasts less than half a second from the .exe itself but waits to be manually closed from the IDE
Hope it helps... Again thanks very much for the provided help and interest

15
Audio / Re: sound /music loads successfully but no sound at all
« on: August 10, 2015, 02:39:51 pm »
well, I must confess to be a little nervous because it's the first time I write on the forum , much respect to veterans around here, and the fact that I'm newcomer to the programming world (outside of many years of experience with C++ in DOS environments). The speakers no problem (desktop)
Another detail I forgot: the code is integrated in the code for the CodeBlocks setup, but I saw to be making correctly the instructions
Any detail more? I'm glad to be responsed

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