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Messages - Tigre Pablito

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1
Hello, IsDaouda

Thank you very much for your feedback! I really appreciate it, more coming from you, that I know you are one of the best developers here.

I hope I'll be finishing World 3 soon!

Regards
Pablo

2
Hello, ladies and guys of the SFML Community!

World 2 is already designed and added to the Super Mario Brothers Fan Game.

Download link: https://www.dropbox.com/scl/fi/3cpk1sbb0lh5xd2a7958l/Super-Mario-Brothers-Fan-Game.rar?rlkey=whmd0tnky48rds7ps8v35b1vs&dl=0

Here I give you some videos of me playing some World 2 levels:







I hope you enjoy the game. World 3 coming soon!

Happy new year 2024 for everyone!
Regards
Pablo

3
Hello, ladies and guys of the SFML Community!  :)

Hoping you are all fine, I'm happy for coming here again, to present you my very very much improved Super Mario Brothers Fan Game. It has been developed with the C# (C Sharp) language, Microsoft .Net, Visual Studio 2022, and the SFML.Net. Maybe some of you remember my previous presentations of my Super Mario Bros. game, but this time, if you are one of those members, you won't recognize it; playability, physics, player and enemy attitude, level design and art, are very much improved, new enemies and power ups are added, and scenery objects (such as water lakes), background effects, and too many details (such as conducting by pipes) were fixed and retouched. This renovated game is mostly for those fans of the Super Mario Brothers, and for everyone who wants to have fun for a while, in general.

Here I give you some videos of me playing some game levels:







By now, you can only play the World 1, the other seven are not yet designed. You know, designing good levels takes some time; for that, I used my own developed (WinForms) level editor. World 2 coming soon!

Here is the download link:
https://www.dropbox.com/scl/fi/3cpk1sbb0lh5xd2a7958l/Super-Mario-Brothers-Fan-Game.rar?rlkey=whmd0tnky48rds7ps8v35b1vs&dl=0

I would accept and appreciate any kind of advice, critics, bug or error reports, tips, or any feedback or suggestions on how to get the game better. Ideas would be welcome, mostly in what is conceptual, not in the programmatic because now the project is not open source (Sorry).

There is something, maybe very interesting, which might be very much improved in the game: the graphics. As some members may remember, I just take graphics from the Internet for the game, I'm not an artist, just a programmer; You can hit me for that! Yeahhh! As someone did some time ago the last time I presented the game. The matter is I remember having read some time ago here in this forums that maybe some members (who are artists) could contribute with better graphics and sound for free, just for being credited in the game. So, if there is anyone who would like to, please contact me.

I hope you like the game. World 2 levels and the other ones will be coming soon.
 
For the last, I don't mind personal comments, but please, if you do, make them positive and constructive.
For the very last, please, forgive my English, I'm not a native speaker.
For the very very last, I want to thank Laurent and the SFML Team for SFML and, especially, the SFML.Net creator and maintainer. It is very important and nice that you were and you are there working for us, for we being able to make our games in a fast, efficient, and easy way. Thank you!

Thank you for reading.  :)
Best regards
Pablo Marty
Buenos Aires, Argentina

4
Audio / Re: "SFML.Audio.pdb was not loaded" message when app crashes
« on: November 24, 2023, 12:44:37 am »
I did what you told me, eXpl0it3r, I enabled native code debugging and also I fixed my MusicManager class that it was missing Music.Dispose() calls. It seems that now the Exception/error has disappeared.
Thank you very much for your help.  :)
Regards
Pablo

5
Audio / Re: "SFML.Audio.pdb was not loaded" message when app crashes
« on: November 20, 2023, 10:49:18 pm »
Hi eXpl0it3r
Sorry, I forgot to say: I'm using Visual Studio 2022, the C# language, Microsoft .Net, and SFML.Net. I'm not building SFML myself, I have the .dll files (downloaded directly, you know, using .Net and VS is much easier than C++ and other languages and IDEs) all in the same folder than the .exe, they are SFML.Audio.dll and csfml-Audio.dll and all the other ones like that. I don't know if there is an exact part of the code where the Exception/error occurs (or I would never be able to find it, the code is huge, it is a complete Super Mario Bros. game), but, although there was, how can it be that for some course of the program execution it does not produce the error and then past certain time it does? It has no sense. May it be a memory problem or something like that? I don't remember having had this issue before. But, I repeat, this happens very few times. Should I care about the .pdb file, or not and just having the DLLs as I have?
Again, thank you very much for your help.
Pablo

6
Audio / "SFML.Audio.pdb was not loaded" message when app crashes
« on: November 18, 2023, 02:49:25 pm »
Hello, ladies and guys from SFML community!
Currently I'm finishing the last details of my Super Mario Brothers fan game (which will be presented soon in the SFML projects subforum), and very few times it crashes with the message "No se cargó SFML.Audio.pdb" ("SFML.Audio.pdb was not loaded"). If anyone of you could help me to solve this issue, I would thank you very much. I imagine that this might not be strictly an SFML issue, but, anyway, I know there are many people in this forum whose knowledges are much higher than mine and surely they can help me. Thank you!
Regards
Pablo

7
General / "AccessViolationException" when my game ends, SFML.Net, C#
« on: October 06, 2020, 10:33:17 pm »
Hello Ladies and Guys from SFML

My "wonderful" game I'm currently working on (about Super Mario Bros. - much better than before ones) throws an AccessViolationException when I quit the application. I'm using SFML.Net, C#, on Windows 7 64 bit.

Could someone tell me what could be the causes of this, on what SFML is concerned? I think the cause must be an SFML object. The Debugger doesn't show me the part of the code that produces this Exception.  :(

I'll be posting the game in the projects forum when I finish designing levels ... and solve this issue.  :)

Thanks in advance
Pablo
PS: Note I didn't use the word "poor".  ;)

8
General / Re: How to create a point and click mechanism
« on: January 27, 2020, 10:54:22 pm »
Hi Stuff

The idea is the same, when you click, you would need to get the mouse (x, y), then you would need to make the player just go to that point, and the way to do that is the same, with angles and trigo functions. This, if you want to make the player go in a direct way (oblique), I mean, not going like squares.

Another thing I would add is to check when the player has reached the point, and then make it stop.

And what about if you click again before it has reached the point?

9
Feature requests / Re: Friendly string mapping to Keyboard::Key
« on: January 27, 2020, 04:03:09 am »
Hi Rosme

Please, read my post again. Did not you understand my irony/joke?

Have not you read when that character, "phanoo" (if I remember correctly), prompted everyone to switch to SDL because SFML did not support Clippboard? Remember that? And now there is also people who say "I'm moving away from SFML because "it does not support 'The Universe' "", this is more current, do you remember?

Well, I based my irony/joke on those circumstances. Actually, I did not think that I would have to explain this, ... but well, everyone can be wrong sometimes!

I know very well that neither SFML nor anyone need my defense, but, please, Ladies and guys, forgive my little joke, please! It just comes from my soul to say, in a way or another, how useful and nice is SFML(.Net) for me.

And yes, obviously you are right, everyone is free to use whatever she/he wants. I was just kidding!

Kind regards,
Pablo

10
General / Re: How to create a point and click mechanism
« on: January 22, 2020, 07:54:55 pm »
Hi Stuff

If you want the player to run after the mouse cursor, then you can do this (on every frame in your main loop):

int x = mouseX - playerX;
int y = mouseY - playerY;

double angle = Math.Atan2(y, x);   // I don't know if in C++ it is std::atan2(y, x);

double playerStep = 5;  // or what you prefer

playerX += Math.Cos(angle) * playerStep;
playerY -= Math.Sin(angle) * playerStep;


This would make the player run after the mouse cursor. I don't know if any sign (+/-) is wrong, I always get a bit confused with angles, but if it is, it is just that.

11
Feature requests / Re: Friendly string mapping to Keyboard::Key
« on: January 22, 2020, 07:29:16 pm »
Hi, Ladies and Guys

What about the ToString() function from the Keyboard.Key class or enum?

I use SFML.Net, and as I have all the Keys, so there is the ToString() function which gives them as a string. Actually I made a Keyboard Input Selector in one of my games and I see, while selecting, all the availavle Keys as strings in each selector box.

Maybe this is not possible in C plus plus? (Sorry I don't know)

On these days, that there are some people that say "I'm moving away from SFML because .... (it doesn't support "the Universe") .....", and also I remember not so long time ago there was a guy (phanoo, if I remember correctly) who prompted everyone "to switch to SDL because SFML didn't have Clippboard support", I would say to all of you, MODESTLY, ... -"Please, move away from SFML, but to SFML.Net!!! You will avoid more than one issue. Switch to SFML.Net!"


12
General / Re: Text
« on: December 31, 2019, 08:57:11 pm »
Hi

If you want to write the text during the game, then you should draw the text object every frame, into your main loop, and you can also add a condition if you want

while (true) {

.....

text.setString(score.toString());

window.draw(text);

........

}


13
Thank you very much for your time, G.!

My error was that I added a 5th Vertex to the quad

You solved my issue


14
I saw in another post in the forum that Laurent said that texCoords are like a Sprite's TextureRect ... I have no doubt he's right, but I can't understand how ...

The TextureRect is a Rectangle which has a Vector2f Position and a Vector2f Size, like ( (x, y), (width, height) ) ... but, as I have Quads in my VertexArray, then I have 4 Vertices and then 8 numbers ... those 8 numbers, what should they be?

I want the Texture, which is 80x80, covers al the parallelepiped's faces (the 3D buildings), the faces are Quads

I will apreciate very much if someone solves my mistery  :)


15
What should they be? I put the same coords than the Quad's vertices and it is still the same ... just the old colors but darker ... I can't see the texture in the parallelepiped's faces ...

Thanks for replying

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