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 - GraphicsWhale

Pages: 1 2 [3] 4 5 ... 9
31
Feature requests / Re: File drop
« on: November 08, 2015, 09:45:26 am »
Never did we suggest that SFML should decide on what to do depending on the type of file. The problem is that it's hard to implement and maintain features, so if you need to add one then it better be useful.

If you're referring to the Lua thing I was just saying that many applications that use scripts usually use more than one script, so dragging-and-dropping it into the window doesn't make a whole lot of sense since the application (which consists of more than just SFML) wouldn't know where to place that script since different scripts serve different purposes.

This applies to more than games, but for example: If your game has two scripts, one for GUI that has an onButtonClick function and one for AI that has an onPlayerSeen function, they're obviously not interchangeable, so how do you know which of the two purposes the script serves? You can't (at least not with drag-and-drop). And if you're just testing out a single Lua script that doesn't require any specific functions to be defined, why not use an actual Lua IDE or something instead? Let alone the fact that if you have a single script and version control, you could just have an "update script" hotkey and just modify the one file instead of dragging-and-dropping files into your window.

32
General / Re: Window Crashes Immediately.
« on: November 07, 2015, 09:36:26 pm »
You're not being very clear. Is the error from the compiler, or is the error from the program?

Also, don't return 0; in the loop. That will close the window (and application).

33
General / Re: Can't get MapRenderer class to work
« on: November 06, 2015, 05:35:01 am »
Maybe because you set the alpha to 0? Did you try 255?

34
Feature requests / Re: File drop
« on: November 05, 2015, 11:26:25 pm »
I'm confused. You say you want to test out a specific script. But dropping a file into the window does not tell it what the script is for (i.e. a script for AI, a script for GUI, etc) . If you have 10 scripts running, and you want to test a new one by dropping it into the window, how does it know what the script is supposed to be used for?

And if you're just testing out Lua in general, why not use an IDE instead of trying to drop it into an application?

35
SFML projects / Re: SFML with JavaScript, Box2D...
« on: November 05, 2015, 09:32:40 pm »
I've been poking around GameMaker Studio, Construct 2 and Clickteam Fusion 2.5 and started wondering how hard it would be to make a 2d game engine.

You've completely underestimated the complexity of those engines.

Squirrel and AngelScript (and maybe a few others) are meant to fill the role of "more C++ like Lua like scripting", not JavaScript.

I wouldn't make a game relying mostly on Squirrel or Angelscript, though. Neither have a large community or has a proven JIT compiler available for it.

36
Feature requests / Re: File drop
« on: November 05, 2015, 05:34:06 am »
I would use this feature to test out a lua script

I get what you're saying, but couldn't you just use a certain reserved key or in-game command to do that for you? How would your game know where to use the script (assuming you're using more than a single script, which is usually)?

37
Feature requests / Re: SFML and OpenGL deprecated functions
« on: November 05, 2015, 05:29:53 am »
Sorry, I just realized I made a mistake in my typing. It's currently not being worked on (to my knowledge). It's a feature that may have to wait until SFML 3 because it requires some significant changes and will likely break a lot of code (something the team does not appear to care about with major releases, but care a whole lot about with minor releases).

38
Feature requests / Re: SFML and OpenGL deprecated functions
« on: November 04, 2015, 12:06:25 am »
It likely will. But as far as I know it's currently being worked on as it's not causing any problems at the moment.

39
Audio / Re: cant't play music in Mac os (el capitan)
« on: November 03, 2015, 08:07:01 am »
You're not getting any sound because you're just immediately destroying the object.

EDIT: Oh, I didn't see your second post. Sounds like you may have skipped a step when linking the audio library. I don't own a mac, so I'm of limited help, but I do advise you to go over the tutorials again just to be sure.

40
General / Re: World Looping
« on: October 28, 2015, 10:33:24 pm »
I've though about when you get to pos X/Y just update all the tiles to their new position.

That might work.

I would probably take the approach of teleporting the player and not the terrain, but whatever works.

Just worried that it may have a lag spike every time the player does so.

How do you know for sure it'll cause a lag spike when you haven't even tried it?


41
General / Re: SFML Linking
« on: October 28, 2015, 04:56:29 am »
Try adding these linker options:
opengl32
openal32
freetype
jpeg
winmm
gdi32
ws2_32
flac
vorbisenc
vorbisfile
vorbis
ogg

Taken from this page: www.sfml-dev.org/tutorials/2.3/start-cb.php

42
General / Re: VISUAL C++ 2012
« on: October 22, 2015, 10:35:32 pm »
The headers should be in the SFML subdirectory such as: #include <SFML/Graphics.hpp>. It may work without doing this, but it still should be configured like this because generic header names such as Graphics.hpp may be ambiguous.

Also, you are not linking some things required for statically linking SFML.

I believe the options you need to add are:

- opengl32.lib
- freetype.lib
- jpeg.lib
- winmm.lib
- gdi32.lib

But I'm not entirely sure. I usually don't link it statically.

43
General / Re: VISUAL C++ 2012
« on: October 22, 2015, 09:55:28 pm »
What are your linker options?

44
Feature requests / Re: y-axis direction
« on: October 21, 2015, 03:17:13 pm »
While I do find the negative thing a bit weird, it's not really that complicated to get around. In smaller projects, it should be pretty easy to just flip the Y axis around around whenever you get the joystick coordinates, and in larger projects, you really should have the controls abstracted away from the core game workings anyways thus making it completely a non-issue.

Changing SFML's behavior will likely lead to more problems created than fixed (you have to consider legacy code and people who were not informed about this theoretical fix, and this is assuming you consider this a fix in the first place).

It's not "just a flipped axis". If you flip everything (using a transform, a view or whatever ends up flipping all coordinates) then you have a problem with all SFML drawable classes because everything refered as "top-left" is in now bottom-left.

I don't think that's a problem. It's not like you have to flip everything, as the input shouldn't ever map 1:1 with the graphics. It should map to what makes sense for input code. And having positive denote upward is pretty typical.

45
No offense, but your C++ is outright horrifying.

Just post the actual code. All you need to do is remove the functions and variables that are not relevant to the problem. Or just put all the code up on github.

Pages: 1 2 [3] 4 5 ... 9
anything