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Messages - SeriousITGuy

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61
SFML projects / Re:creation - a top down action rpg about undeads
« on: August 27, 2015, 09:52:21 am »
Why everyone on the internet freaks out about cats, I don't get it :D
( ok from a game designer point of view a cat could make up a very cool character, something like the cat from Alice in Wonderland :D )

@Elias: Hey it's your code you can do whatever you want. If you plan on writing articles about your engine it is more than enough for me to study on ;)

62
SFML projects / Re: Space Invaders Clone
« on: August 27, 2015, 09:50:03 am »
Hey MORTAL,

ah this is so old school and amazing, great work. Art and sound is awesome I love this stuff!
As I started working on my "practice games" Space Invaders definitly comes on my todo list ;)

Cheers!

63
SFML projects / Re: My Practice Beginner Games
« on: August 27, 2015, 09:39:33 am »
Hey Hapax,

same thing here. I was working on my RPG for the last year and I also did not tackle "the practice games" ;)
Didn't finish anything before, so I started going back to the basics three weeks ago and guess what, my Pong clone comes along nicely with all the things I learned the last year. And it is a great project for getting 2D-vector math straight, atm I work on a mathematically and physically correct colision and reflection logic for the game ball.
I'll look on your code, maybe there is something to learn also ;) Oh and btw, why do you use an 8-space wide tab? It makes code anoying to read, I work with two whitespace tabs.

Keep on! ;)

Edit: something to stay entertained while coding Pong ;)

64
SFML projects / Re:creation - a top down action rpg about undeads
« on: August 25, 2015, 11:51:21 am »
Thanks for the progress update and the LUA articles. Exactly the thing I want to learn right now. Keep up the great work. Maybe one day you can actually sell this already cool looking game (Steam Greenlight, Itch-io or similar).
And I am very interested in your code, from what I've seen from your articles it must be good quality, so I would be very glad to work through your code base. Maybe you could also right some articles on key points of your engine.

65
SFML projects / Re: Native Blocks - Finished!
« on: August 07, 2015, 01:35:26 pm »
And congrats to call your game "Finished". The biggest feat in my opinion.

66
SFML projects / Re: TETRIS Clone
« on: August 07, 2015, 01:31:36 pm »
Actually it looks well structured and you use a good naming scheme, I like that. Code itself looks clear and to the point.

One thing about your Tetromino class though, why do you declare a standard constructor if it does nothing? Do you use it? Because it seems you only plan to use the overloaded ctor, just do not declare and define standard ctor it's unnecessary. You could also write public class members first and private afterwards, makes the class more readable because you see the class API in the first few rows.

The memory structure of TetrominoCode looks a bit strange to me (std::array<std::array<sf::Uint32, 4>, 2>) maybe there is something better for what you want to achieve, most of times std::vector is the easiest solution, but without context it is just an educated guess.

And if you plan to "mess around" with C++11, have a look at enum class instead of enum ;)

Otherwise keep on, it's a good starting point.

67
Good to see this discussion about a feature I requested over a year ago already ;)
Maybe in some future version this is added. I would really appreciate it.

68
General / Re: Licensing help (in general)?
« on: June 30, 2015, 09:49:40 am »
Thanks for the link, dabbertorres. Didn't know about that, looks interesting. OSS Licensing is a jungle, and this definitly helps.

I also want to add a special case, which might be interesting for some of us Germans. In Germany there is no way to opt out of copyright and mind property. So as a German, writing code in Germany, you cannot legally release it to public domain (CC0) because German law does not allow that. So Unlicense and stuff does not work in Germany. So if you are German, it's best to always provide a license which takes you out of liability for your works, because it is always your property. So take at least zlib or MIT License.

69
As I also ran into this problem I want to mention my solution, as I haven't seen it here yet.
The previous discribed solution is first move, than handle collision and correct position. This approach seems to work but is flawed anyway.
Better solution is to interpolate your movement before you actually move. You precalulate where your dynamic entity will be when moved by the amount of pixels it should move this given time step. If the current position + the move amount is going to intersect with the static entity move your dynamic entity only so far until it actually hits the static entity. If the pre-estimated movement will not intersect with the static entity, just move.
This approach is actually the base how a physics library handles collision, by interpolation. Downside: Performance will be slower, but physics are more accurate that way. Good physic libraries will let you set the number of interpolation-iterations for every entity, so you can make a good balance between performance and accuracy.

Cheers.

70
General discussions / Re: SFML Blueprints - Another SFML book
« on: June 03, 2015, 07:59:16 am »
Already preordered it last month, nice to see it published now. Can't wait to read the advanced topics like Box2D Physics in cooperation with SFML, SFGui and Multi-threading. After finishing "SFML Game Development" this seems to be the next step on the learning curve.
Thanks in advance ;)

71
Graphics / Re: sf::CreateMaskFromColor doesn't work properly?
« on: May 26, 2015, 11:28:42 am »
p.s. You can press ALT+PrintScreen to capture just the current window, instead of the entire desktop.
Windows Admin for 12 years now and didn't know that trick! Give that man a medal! ;)

72
General / Re: Draw text with OpenGL?
« on: May 26, 2015, 11:21:58 am »
Is it possible to draw stuff in 2D (text etc.) with OpenGL in sf::Window class?
Seriously, RTFM: Read the f**king manual.

73
SFML projects / Re: 'Tiled' Tile-map Loader
« on: May 13, 2015, 02:05:45 pm »
Hm, I actually thought it's a C++14 feature because std::make_unique is also.
But you are right, it's C++11, good catch  ;D

Nevertheless, the compiler must support it, and it looks like agmcleod's compiler doesn't support it (which is also more likely due to his first error with two right angle brackets ).

74
SFML projects / Re: 'Tiled' Tile-map Loader
« on: May 12, 2015, 09:35:20 am »
std::make_shared is a C++14 Feature. Make sure your compiler supports this feature, VC12 and GCC 4.8 and higher do support it I know from experience, but don't know about LLVM.

75
General discussions / Re: SFML 2.3 released!
« on: May 11, 2015, 11:34:31 am »
Thanks again guys, will start working with it this week.

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