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Messages - K-Bal

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1
Hmm, I guess I don't like the idea. Feels out of scope to me, but I didn't think much about the pros and cons, yet.

2
Did you try aligning your view to integer coordinates?

3
SFML projects / Re: [Minigame] GoPlanets
« on: August 12, 2013, 10:58:20 am »
Maybe you shouldn't use such intense red/green/blue contrasts. Take a look at Eufloria for example.

4
General / Re: Small RPG design layout.
« on: April 26, 2013, 10:32:56 am »
I would not inherit anything but have a sprite (or whatever you need) as a member of your class and give it a draw function that takes an sf::RenderTarget& because I tend to think of my game objects relationship with their graphical representation as a "has a" relationship.

As a side note: as soon as you start to use inheritance for different types of game objects you should stop that and implement a component based game object system. In such a component system every object that is supposed to be rendered has a rendering component. See Tank's blog posts: http://stefan.boxbox.org/2012/11/14/game-development-design-1-the-component-system/. However, if your game is very simple your approach will make everything work with less headaches.

Have fun and keep us updated!

5
General / Re: Small RPG design layout.
« on: April 24, 2013, 09:28:44 am »
If so, how would that be done?  Create a draw method which takes in a reference to the main drawWindow and use that argument to draw the this->Sprite on it or what?

Yep.

6
Network / Re: TCP Lag Reduction Techniques?
« on: April 06, 2013, 11:44:01 pm »
The essence of this thread should be condensed and put somewhere into the SFML networking tutorials ;)

7
Network / Re: TCP Lag Reduction Techniques?
« on: April 05, 2013, 09:40:25 am »
Make it single-threaded, it will save you a lot of headaches and you get rid of your spikes ;)

8
Graphics / Playing .avi et c with SFML
« on: November 28, 2010, 02:14:31 pm »
I thoroughly enjoyed the windows bashing. Deving on win is a pain.

9
Graphics / Getting Sprites to Work
« on: August 14, 2010, 12:42:44 am »
There is no way anyone can help you without further information.

10
General discussions / SFML & OpenGL (3D Models)
« on: July 22, 2010, 02:45:46 pm »
You can use plain OpenGL to render your models.

11
SFML projects / Educational indie game: "Air Forte"
« on: July 02, 2010, 09:59:38 am »
To run your application one needs both the 32 bit build of the game AND a 32 bit build of libmono. However, in the ubuntu repositories there is only a 64 bit build of libmono.

12
SFML projects / Educational indie game: "Air Forte"
« on: July 01, 2010, 11:29:32 pm »
Quote from: "Brendon"
Hi K-Bal,

Does the build not work on your 64-bit machine?  Does an error message appear?

I was hoping to create just one Linux build that works on both 32 and 64-bit machines.


There is no 32-bit build of mono in the repositories and I'm lazy ;)

13
SFML projects / Educational indie game: "Air Forte"
« on: July 01, 2010, 10:13:04 pm »
Looks nice. Can you provide a Linux 64 bit binary?

14
Graphics / PostFX motion blur code snippets/tutorial
« on: June 03, 2010, 12:24:37 pm »
You can also do something like window.Clear(sf::Color(0,0,0,100));

15
Graphics / Spritesheet with Rect
« on: April 03, 2010, 03:16:47 pm »
These are axis aligned rects so you don't need 4 points but 2 points.

Left is point1.x, Right is point2.x, Top is point1.y and Bottom is point2.y.

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