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Messages - KarmaKilledtheCat

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1
SFML projects / Re: Faster
« on: February 19, 2014, 04:19:33 am »
I have fixed a lot of bugs and added more blocks to the level generator. The link is updated.

2
Graphics / Re: Efficient way to draw different types of game objects.
« on: December 12, 2013, 03:34:01 am »
You should create an image manager that stores all of the images so that you only have to load them in once per game run. This way you don't have to copy the image, which is extremely expensive on your game's speed.

3
General / Re: collision on vertex array tile engine
« on: December 12, 2013, 02:52:05 am »
a) Divide the player's position by the size of the tiles (do this for the x and y axis). The result(as an integer) is the tile the player is currently on.

b) Have a bool variable for each tile. Have the variable be true if the tile is cross able and false if the tile is not cross able.

c) Implement a collision system using the four vertices of the tile to get the bounding box rather that the predefined getBoundingBox() function.

4
SFML projects / Re: Faster
« on: December 11, 2013, 01:19:39 am »
The download has been updated to include MSVCR120.dll. Hopefully this works.

5
SFML projects / Re: AW: Re: Faster
« on: December 10, 2013, 11:33:58 pm »
Do you need that file to run a program from an executable or only if you are running it from Visual Studio?
If you run it from VS, then you have VS and all the needed DLLs installed.
Thus it's needed when running the application.

Ok, so how can I allow people who don't have that file to run the program? Do I just add the .dll to the place where the rest of the .dlls are?

6
General / Re: Change a Sprite in a function?
« on: December 10, 2013, 04:14:44 am »
try:
int more(const sf::Sprite& rect)

Also, pass the sprite's bounting box instead with the sf::Sprite::getGlobalBounds function.

and what is this?:
int return = more(rect);

I'm surprised that line doesn't create an error. You don't give a return statement a variable type.

7
Graphics / Re: Trouble with loadFromFile
« on: December 10, 2013, 04:02:23 am »
Use the debug dlls when you are compiling the project on debug mode. Use the release dlls when you are compiling the project for being released.

8
Graphics / Re: Creating Multiple Shapes
« on: December 10, 2013, 03:57:55 am »
You should look at the Vertex array tutorial. It seems to solve your problem perfectly.

9
SFML projects / Re: Faster
« on: December 10, 2013, 03:54:29 am »
If im not mistaken, the required DLL is a part of the Visual C++ redistributable package for Visual Studio 2013 Preview. I had to install it myself in order to try this game.

Do you need that file to run a program from an executable or only if you are running it from Visual Studio?

10
SFML projects / Re: Faster
« on: December 10, 2013, 12:31:28 am »
The program can't start because MSVCR120.dll is missing from my computer. 

I downloaded the .dll and it now works no problem, but I thought you should know.

Did you run the program from the executable file or the VS project? If you ran it from the executable file where did you download the .dll?

11
SFML projects / Re: Faster
« on: December 08, 2013, 04:34:49 am »
I think that I fixed the problem where the player shot down through the map in the video. It was just a small collision problem where one of the top collision vertices would intersect with the tile when it shouldn't making the player move down to the bottom of the tile. I have also started working on the map generator. It is going well so far.

12
SFML projects / Re: Faster
« on: December 04, 2013, 11:23:43 pm »
I didn't even see the guns in the left/right upper corner :)

And how did you die shortly before the door? It looked like an invisible force sucked you down...

I saw how the player got sucked down right before the door but I couldn't replicate the bug. It looks like the game thinks that the collision was a top collision not a side collision.

13
SFML projects / Re: Faster
« on: December 04, 2013, 11:17:57 pm »
Did not have time to look over the Code or test the game (yet :D).
Never the less i wanted to give you a little bit feedback based on your video.
Looks very promising and fun/challenging. One thing i think you could improve though is the visuals for the shots of the following guns in the Corners. The first minute or so i didn't even realize they did anything. Doesn't need to be anything gigantic, just something big enough to recognize it in your peripheral vision would be nice.

Good Idea. I think that the reason you didn't realize that the guns did anything is because of the quality of the video. They shoot small bright red bullets but you can't see them in the video. I will try to implement some kind of muzzle flash when the guns go off.

14
SFML projects / Re: Faster
« on: December 03, 2013, 11:06:03 pm »
(sorry for the bad english - Google Translate)

I did not play the game yet. I can not run (I have Windows XP) and I can not compile (I have VS2008). But i was looking at the code a bit and has an error:
while (Window.pollEvent(Event)) //proccess the events
{
        if (Event.type == sf::Event::Closed) //if the close button is hit
                Window.close(); //close the window
}

ScreenManager::GetInstance().Update(Window, Event);
When run
ScreenManager::GetInstance().Update(Window, Event);
The last event processed in the frame is passed as a parameter, when in reality can occur several events that maybe be needed.

I thought that the sf::Event held a stack of all events processed in the frame. I could be wrong though, I will look back at the tutorials.

15
SFML projects / Re: Faster
« on: December 03, 2013, 11:02:41 pm »
Quote
I am also looking for some feedback on the performance of the game.

This laptop I'm on is 7 years old, and...60fps :)

Anyways this is pretty neat, everything goes with the name (the menus, dieing, transitions etc..).
Although if you run against a wall and jump, occasionally you will fall through and my guess keep falling. The debug reports a top collision despite the wall being straight.

Thank you very much for the performance feedback and alerting me to that bug. I will look into fixing it.

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