Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - zmertens

Pages: 1 ... 3 4 [5] 6
61
General discussions / Re: Making a game for an emulator
« on: June 10, 2014, 08:22:53 am »
That's a good point, I probably should've looked at the Snes9x forums. I guess I was trying to ask if anyone's ever tried to include SNES hardware for SFML (as a pet project of sorts).

62
General discussions / Making a game for an emulator
« on: June 10, 2014, 07:13:14 am »
This is more of an emulator question than an SFML question but I think someone might have an answer here anyway. I was looking at the Snes9x Emulator, and I was wondering if it would be possible to make a game using a library like SFML and then somehow run the game in Snes9x emulator. In other words, make an executable that the emulator could run using the SNES specifications. I know this sounds a little pointless but I wasn't sure if its been tried or done before. Furthermore, could one make there very own hardcopy ROM and run it on a real SNES given that the hardware specifications that are in the Snes9x emulator?

63
SFML projects / Re: Killer bubbles from outer space
« on: May 31, 2014, 09:28:25 am »
That looks cool. I like the background picture.

64
General discussions / Re: Thanks guys!
« on: May 26, 2014, 12:55:02 am »
Have to take my head off to you!


I think you mean "take my hat off?"  ;D

65
SFML projects / Re: RED BLACK TREE -USING SFML NEED HELP
« on: May 16, 2014, 06:19:02 am »
Are you using SFML to visualize the red-black tree? Do you already have a working red-black tree algorithm set up? I think if you have some kind of Node class, you could use that to inherit from sf::CircleShape. You would have to use the sf::RenderWindow, and then you might want to look at it like a grid because you'll have to specify where to draw the nodes. Maybe you could store all the points in a VertexArray, and then draw the nodes at the respective points. You would want to create methods in the appropriate insert / delete RB-tree operations that use the setPosition(x, y) function from sf::CircleShape.

Naturally, it would help if you specify more about what you need to do and what you've already done?

66
SFML projects / Re: Checkers ( work in progress )
« on: May 13, 2014, 10:26:46 am »
I made some more changes to this project. First, the AI works for human verses computer (I still haven't added a computer verses computer yet). However, it isn't completely debugged at the moment. It still seems to work 90% of the time though. The algorithm basically picks the first available jump for a checker in the player's vector, or the first available move if a jump isn't available. But the AI won't conduct a double jump right now.

I'm also using some sound effect files from CirrusMinor's WitchBlast game (I added a reference to the README on Github). The sound effects trigger when a move, jump, or king occurs.

I also added file saving for the game times. Nothing too fancy though, and the game times only show on console at the moment.

My next goals are to make the main screen more attractive. I want to have an animation of sorts in the bottom half of the window showing a checker game in progress. And the menu selections will be on the top half. I also need to fix how the window resizes. I need to play around with sf::View class. Right now the best way to resize the window is by modifying the "Global.hpp" header file manually (the default is 1000 x 1000).

Anyway, here's an updated video of some gameplay!


67
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: May 02, 2014, 07:33:46 am »
I have a question about sprites in general. How does the computer know which sprite to use from the sprite sheet? For example, take the sprite.png file. How does the computer know which picture to use within the sprite sheet? I see that in the PlayerEntity.cpp class, the different render options depend on whether the player is living or dead and so forth. I think in the sf::IntRect parameters you're telling the computer where to pick the picture from? Like when the player dies you pick the sprite feet that are 3 over the width and 2 down the height (since the computer's dimensions draw positive downward)?
void PlayerEntity::render(sf::RenderWindow* app)
{

  sprite.setPosition(x, y);

    if (playerStatus == playerStatusDead)
    {
     ...............

      // feet
      sprite.setTextureRect(sf::IntRect(3 * width, 2 * height, width, height));
      app->draw(sprite);

     ..................
    }
 

Where did the sprite object come from though? I couldn't find it in the header or class file and I think that's what has me confused.

Also, did you use any references for making sprites and sprite sheets in GIMP? I've seen some videos on YouTube about basic sprite drawing, but I haven't figured out how to make the sprite sheet and get the computer to load it properly.

Anyway, sorry if my questions are really noob. The new changes look great!!

P.S. The green jelly things are intense.  :o

68
SFML projects / Re: 'Tiled' Tile-map Loader
« on: May 01, 2014, 08:49:16 am »
Simpl,

I had CMake errors with an SFML project last week and I needed to have SFML_ROOT defined in the path variables. And SFML_ROOT would link to where my SFML libraries are located on my computer ( specifically the Cmake folder in SFML ). I'm not sure if that'll help you. It looks like you need a destination to install though, did you specify a destination in the "where to build the binaries" if you're using CMake GUI?

69
SFML projects / Re: A game feat. Tanks , inspired by Pocket Tanks
« on: April 26, 2014, 09:34:22 pm »
That reminds me of Worms too. Cool!

70
SFML projects / Checkers ( work in progress )
« on: April 26, 2014, 11:36:42 am »
Hello all, I've been lurking here a couple months, and I wanted to share my Checkers project I've been working on which uses the SFML library.

I'm still learning the ropes of C++ and SFML. This project was originally from a school assignment and I have expanded upon it by adding the GUI and some other features.

New link!: https://github.com/zmertens/Checkers/releases



P.S.: I used Visual Studio 2012 Professional as my IDE. I notice that the project runs ultra slow in Debug mode, but if I run it without debugging it runs fine. Is that normal?

71
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 23, 2014, 05:39:32 pm »
Edit: I found the issue with the flickering floors. It turns out my GPU's drivers weren't updated. So much for the software updater that came with it!

72
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 22, 2014, 05:10:23 pm »
I got it working!  :) But the flickering issue still remains. The issue must be with my computer somewhere.

My graphics card is ASUS Radeon HD 7750, and it looks up to date according to the software that came with it.

Edit: I just noticed that the screen stops flickering if I die.

73
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 22, 2014, 06:24:34 am »
Oh, thank you Laurent. I got it up and running in Visual Studio. The media files aren't loading but I can figure that out soon. For some reason when I run the binary Witch Blast file on my home computer the background flickers, but when I run it on my school's computer it runs smooth. Both comp's run Windows 7 too and similar CPU's (Intel i5).


74
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 21, 2014, 01:14:01 am »
I have a newb CMake GUI question. I'm not sure if anyone can help, but I figured its worth a shot. I downloaded the source code for Witch Blast, and I'm trying to build it using CMake GUI on Windows, but I'm running into a "SFML version too low, requested 2.1 but found 1.x" error when I hit configure.

I have the "Where is the source code" and "Where to build the binaries" set up, and I changed the path for the SFML_INCLUDE_DIR set to . . . / SFML-2.1 / cmake / Modules directory. I'm using Visual Studio 2011 to compile.

75
SFML projects / Re: Witch Blast (dungeon crawl shooter)
« on: April 18, 2014, 07:14:24 am »
This is really awesome! Thanks for providing the source code, I've always wanted to make a simple game like this, and I think I'm going to try and use your code as a template when I get some free time this summer.

I have some quick questions; 1) what do you use to make sprites, and 2) what do you make the music with?

Oh, and is your name a reference to the Pink Floyd song?

Pages: 1 ... 3 4 [5] 6