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Messages - acrin1

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Graphics / Combining image components into single image
« on: September 25, 2011, 07:27:03 pm »
Quote from: "Nexus"
I don't know for SFML 1.6, but in SFML 2, you can take a look at sf::RenderTexture.

Nexus, thanks for that. Based on the 2.0 documentation at:


that looks to be exactly what I'm looking for. I'll see if I can get 2.0 working for me.

Graphics / Combining image components into single image
« on: September 25, 2011, 03:18:40 pm »
Meant to say I'm using SFML 1.6.

Graphics / Combining image components into single image
« on: September 25, 2011, 02:54:09 pm »

I'm writing a RPG style game that has an on screen list of statistics in rows and columns and an onscreen auto-map. I'm building both of these screen components from an image file using the subRect command - one image contains a bitmap font, the other small map symbols to build a map. I'm rebuilding both of these display elements every frame along with a 3D view created using OpenGL. I've noticed this is starting to slow down the 3D view a bit.

My question is whether I can combine these small image elements into another image before displaying it on the screen as a sprite. As currently  I'm rebuilding the stats and map displays every frame when I know the information won't be changing that frequently. Apologies if I'm missing something obvious.


SFML projects / Alternate Reality - Remake Project
« on: August 03, 2009, 01:28:43 pm »
Quote from: "K-Bal"
Linux build? :D

Yes, once the project is more developed.

The source is included in the demo download - though I intend to totally re-structure a lot of the code.

SFML projects / Alternate Reality - Remake Project
« on: August 02, 2009, 06:33:53 pm »
There's now a playable demo of the City and first level Dungeon maps to try out. You can download it from:


Comments welcomed.

SFML projects / Re: Alternate Reality - Remake Project
« on: July 21, 2009, 02:04:06 pm »
Quote from: "acrin1"
I'm currently working on a remake of the 1980s CRPG Alternate Reality using SFML and C++. Originally planned as a series of 7 scenarios only the first two were ever created - The City and The Dungeon.

Just a brief note to say that I'm still working on this remake using SFML and have recently posted some screenshots and information on my webpages. These provide some idea of the stage I've reached. I've decided to hold back a demo for a bit longer to allow me to add a few more features. Thanks to the great efforts from other AR fans at opening up the mechanics and data from the original game I've been able to use the real encounter data, graphics and combat mechanics where previously I was just having to make up my own.
I've also set up a forum for news announcements, general AR remake discussion, suggestions and report bugs.
The project webpages are at:
and the forum is at:

General / Re: SFML doesn't work!
« on: October 30, 2008, 12:13:00 am »
Quote from: "Z_guy"

I have a huge problem, SFML doesn't work for me, at all.
All the examples plus all of the programs I've downloaded which use SFML just immediately crashes with the regular "this program has stopped working...".

When I launch my own SFML programs then only the window-decoration shows up with no content whatsoever.

I use Windows Vista Ultimate, I've looked all over for someone with a similar problem, but I can't find anyone.

The only thing I can think of right now is broken OpenGL drivers.

In recent months I switched to a laptop with Vista Enterprise installed and encountered some serious OpenGL issues with my SFML project running under Vista. Basically the laptop was about 3 years old (with ATI graphics) and only had the generic Microsoft ATI drivers available with basic OpenGL support. My SFML programs still worked but the performance was very poor.

SFML performance on a new laptop with Vista Enterprise, Intel Graphics and proper Intel vendor graphics drivers was fine.

Graphics / Re: Unwanted pixels showing up...
« on: June 27, 2008, 01:51:02 pm »
Quote from: "Phoenixangel"
I would like to know why I get those ugly unwanted pixels... and how to get rid of them

Apologies as this is not strictly speaking an SFML query but I have the same problem described above with the OpenGL part of my SFML program and wondered if someone could suggest any obvious changes as there are obviously quite a lot of experienced SFML/OpenGL users here:

The arch in the screenshot is a transparent PNG rendered as a quad but I get a flickering artifact line running along the bottom of the quad depending on the position of the quad. Are there any obvious OGL settings I should investigate? (I'm trying to re-create the original game hence the "flat" arch rather than a real 3D arch model).

Many thanks.

SFML projects / Alternate Reality - Remake Project
« on: June 20, 2008, 02:41:00 pm »
Quote from: "tgm"
that one got style^^
I certainly gonna play it ;)
but VC++ suxx (linux user^^)
any chance of this projket going open source? (Or having a linux bin??)


There is nothing in there (to my knowledge) that is Windows / VC specific so I'm hoping that when it's a bit further down the line someone will be willing to look at building this for Linux and Mac versions. That's one of the reasons I'm keen to use SFML. I already have someone who is keen to maintain a Mac version.

I'll post all the project/source files when a few more of the basics are in place.

Thanks for the comments

SFML projects / Alternate Reality - Remake Project
« on: June 20, 2008, 01:42:57 pm »

I'm currently working on a remake of the 1980s CRPG Alternate Reality using SFML and C++. Originally planned as a series of 7 scenarios only the first two were ever created - The City and The Dungeon.

I'd previously started a remake using SDL but have recently switched over to SFML which has made a number of things much easier for me. Currently I'm concentrating on just putting basic functionality in place and the original Atari 8bit graphics are being used but eventually there will be a choice of enhanced graphics and sounds as well.

I've put up a brief page which contains a basic download at:


This is really only a brief demo of walking around the first level of the Dungeon scenario but I'll be adding other features shortly such as combat and special locations.

If anyone can suggest how I might fix the Open GL issue of a border line for transparent arches showing up please let me know.



Quote from: "christoph"
This is an (not complete yet) port of an older game of mine. It was first developed using DirectX directly but as I'm on Linux completely now for 18 Months this was not an option any more.

Looks good. Great to see some in development games being created with SFML.


Audio / Delays / program locks after playing sounds
« on: June 17, 2008, 11:54:14 pm »
Quote from: "Laurent"
Ok, let me know if there's a difference with static libraries.

After more tests with different PCs and the different libraries it seems to have been some strange combination problem with my Visual Studio setup / libraries on my main PC rather than SFML. Sorry. Thanks for your looking into this.

Audio / Delays / program locks after playing sounds
« on: June 14, 2008, 11:51:50 am »
... and Visual Studio 2005 Professional with C++.

Audio / Delays / program locks after playing sounds
« on: June 14, 2008, 11:43:10 am »
Quote from: "Laurent"
Which version of SFML are you using ? Debug / release ? Static / dynamic ?
Which version of Visual Studio ?

I still can't reproduce the bug, although I'm using the exact same configuration and code as you.

I'm using the latest SVN. I had previously used 1.2 and experienced the same problem. I'm using debug mode with I think dynamic libraries (I need to include the SFML DLLs in my project folder in order to run my executable).

The following libraries are in the project settings:

sfml-system-d.lib sfml-window-d.lib sfml-graphics-d.lib sfml-audio-d.lib opengl32.lib glu32.lib

I'll try release / static.


Audio / Delays / program locks after playing sounds
« on: June 14, 2008, 09:45:12 am »
Quote from: "Laurent"
I've tried your code in the OpenGL sample, and couldn't reproduce the bug.

Can you try again with the latest SVN, and footsteps.wav from the samples data ?

I've updated to the latest SVN and tried the footsteps.wav file and I get the same result. As far as I can see I'm using the most recent verions of everything.

I've tried a few different sound files and it appears that the freeze appears about 20 seconds after the sound finishes playing. I also tried this on another PC and had the same result.

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