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Messages - subconsciousbias

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16
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 17, 2015, 01:47:49 pm »
I have received thanks from a few people now, saying how they like the series and it helps them. I also started and found out about sfml about 9 months ago from coding made easy's tutorial series. You are clearly sophisticated at sfml, and don't find tutorials useful. But many including me did. Thank you for the honest feed back, the lessons are going better than I initially expected.

17
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 17, 2015, 04:50:23 am »
I uploaded 6 more video's. 3 are on the main series, including creating a boss monster. 3 are on vector mouse movement, and don't starve inspired game mechanic.

18
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 15, 2015, 06:05:30 am »
I just added screen shots, for anyone who wanted to know what you will learn in this series!

zsh my offer is still on the table, you create a better video series, and I will delete mine, I know you won't, you were just trolling, lol.

19
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 14, 2015, 02:08:37 pm »
Watch the first video in the series, it shows what is completed by video 21. I have never seen an sfml video series that explains the functionality that is implemented in this series. I find it rather amusing that people get offended I created a video series to help people. If someone already knows sfml, they should just move on, why did they click on this series in the first place? It is rather amusing. I don't have to prove anything to anyone, if you want to watch my series and learn, because you are new to sfml, I made this for you. I posted a link to my series on this forum in order to make it available to people outside of youtube video search (which is primarily how my youtube channel gets views). In addition, one of the best ways to learn, is to teach. I could have spent 3 days, refining the code. But this is an organic development of a game, filmed over 2 days, everything done was captured live, and created live, without preplanning. This is how you develop a prototype, surely someone must understand this method. I could make the code flawless if I wanted to, but it would be very boring to watch on video, and I wanted everything to be done on video, so people can see what it takes, to problem solve in order to implement the functionality in the series. It is a useful series, and if you don't want to watch it, don't. All this drama is good for ratings, but I never wanted it.

20
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 14, 2015, 01:06:02 pm »
I would think this post is some kind of a joke if not all those videos he actually made.

To be honest, your tutorials are not actually bad, but is does seem like you are not yet experienced in SFML enough to start teaching other people. No offence, but you at least have to make one finished public project with it or at least use it for something more that educational purpose only.

Thank you

Here is some of the prototypes I have made, I think what I have learned is useful to someone who wants to learn sfml, and there are no video series explaining what I have.




21
General / Re: SFML 2.3.1 GAME DESIGN LESSONS
« on: August 14, 2015, 12:47:42 pm »
While the post might be a bit on the more offensive side, there are definitely a few valid points in there (if what's written down is indeed the case; haven't had time to look). Zsbzsb's definitely not trying to troll (excessively).

It is a bit on the offensive side. He first insulted making a video series, which is idiotic thing to say to someone first of all, learn some manners? There are a few valid points, which I have already changed. The details of how I format my code, is my prerogative, and it works. I am not a coding nazi, and I learn as time goes on. The series should be useful to people who want to learn sfml with c++. Zsbzsb was acting like an asshole on irc chat, as well, before I posted this series.. Maybe keep it to yourself next time zsb, or atleast be polite and make constructive criticism. It's like listening to an angry self righteous child. The guy clearly has aspergers or complete lack of tact?

Edit: If you were trying to discourage me zsh, I can tell you that it has had the opposite effect, I am more determined than ever to release more videos. So troll on! My offer is still on for you to make a better video series, or do you just like sitting on the side lines, behind your words, maybe show your face to the internet and quit being a keyboard commando.

22
General / Re: SFML 2.3.1 LESSONS - Let's Make an RPG
« on: August 14, 2015, 05:22:11 am »
Now don't get offended reading this post, but I am telling you how it is. Because unless you see that it is another bad "tutorial" series (CodingMadeEasy anybody?) and that you don't understand what you are trying to teach, you won't make it anywhere as a programmer. As I see it you have only been using SFML for ~4 months and that is not nearly enough time for you to learn something to a level that you can begin teaching it. Especially when your own C++ skills are lacking.

All I can say is this is just another bad video series that can not be recommended to anybody. Just for the heck of it I downloaded the #6 code. To start off you uploaded the code to a site riddled with ads and then inside the zip you don't provide anyway to build the code (some mac files don't count). But I still decided to look through the code....

  • using namespace std;
  • Use of magic constants
  • No handling of delta time whatsoever
  • Massive unused #includes
  • Enity class doesn't encapsulate anything, might as well typdef struct
  • Empty enity.cpp file... for what purpose?
  • Mix of *.hpp and *.h extensions
  • What is even the purpose of ResourcePath.hpp - No wait, I know now, its part of SFML's OSX implementation which you copied and pasted in the download for what purpose?
  • Storing textures within entities
  • Shamelessly stealing textures without credit
  • Non standard entry point
  • Probably more stuff especially if I bothered to attempt to download more "example code"

All in all, I don't know why people that don't have a good understanding of C++ and game development attempt to create so called "tutorials" to teach other people something they themselves don't understand. Also this has nothing to do with a "RPG" genre. There is absolutely 0 role playing demonstrated other than how to move a sprite around the screen.

https://en.wikipedia.org/wiki/The_blind_leading_the_blind

PS: Your "banner" is terribly designed and doesn't even fit in the webpage... not mentioning the fact you didn't use an alpha channel. And WTF is "SFML 3.1"? ? ?

Are you someone I know in real life, trolling me, or do you just have a bad attitude? I am sure some people will find this series very useful. I'll make you a deal, you create a better series, and I will delete this one. Except I don't think you will, because you just have a bad attitude bro.

Edit: Oh shit, you are right, I put sfml 3.1, thanks for pointing that out, I need to change that to 2.3!

23
General / SFML 2.3.1 GAME DESIGN LESSONS
« on: August 14, 2015, 01:24:04 am »
C++ SFML : GAME DESIGN LESSONS
Do you want to learn C++ SFML Game Design?
23 Videos so far, and more coming soon. Check out the screen shots below!
https://www.youtube.com/playlist?list=PLx2OWCj5oxNMf0g1ggEzcboCzdYYFuXF6




24
SFML projects / Re: (Mac) 2DIQ 1.00
« on: August 08, 2015, 07:00:14 pm »
Just uploaded new version, and screen shots

25
SFML projects / Re: Kronos - Action, RPG, Roguelike
« on: August 05, 2015, 11:22:10 am »
Keep up the good work!

26
SFML projects / Re: SFGUI (0.3.0 released)
« on: August 05, 2015, 11:06:32 am »
Guess it's missing an #include <cmath> in the OpenGL example.
You could add it yourself and try again.


That made it compile. Thank you :)
I could run the resulting program examples through the terminal. I haven't used with X-code yet, because it's 3am, just wanted to let you know. Thanks Exploiter and Tank!

Just tested with X-Code, works! YAY! FINALLY I CAN USE GUI! I have been wanting to use this for months! lolol

27
SFML projects / Re: SFGUI (0.3.0 released)
« on: August 05, 2015, 08:42:06 am »
Please paste which errors you get. You might also want to try out another generator besides Xcode.

Test - Cmake - Unix - Terminal Install
C-Make
Unix Makefiles
Use default native compilers
SFGUI_BUILD_EXAMPLES (check marked)
SFGUI_BUILD_SHARED_LIBS (check marked)
SFGUI_INCLUDE_FONT (check marked)
CMake Warning (dev):
  Policy CMP0042 is not set: MACOSX_RPATH is enabled by default.  Run "cmake
  --help-policy CMP0042" for policy details.  Use the cmake_policy command to
  set the policy and suppress this warning.
  MACOSX_RPATH is not specified for the following targets:
   sfgui
This warning is for project developers.  Use -Wno-dev to suppress it.

Generating Done
Opened Terminal on Mac -> Found Build File -> Typed "Make -j4" ->2 Errors
[ 84%] Linking CXX executable Layout
[ 84%] Built target Layout
Scanning dependencies of target ProgressBar
[ 85%] Building CXX object examples/CMakeFiles/ProgressBar.dir/ProgressBar.cpp.o
/Users/blankblank/Desktop/SFGUI-master/examples/OpenGL.cpp:63:29: error: no
      member named 'tan' in namespace 'std'
        auto frustum_height = std::tan( fov / 360 * pi ) * near_distance;
                              ~~~~~^
[ 85%] Linking CXX executable Notebook
1 error generated.
make[2]: *** [examples/CMakeFiles/OpenGL.dir/OpenGL.cpp.o] Error 1
make[1]: *** [examples/CMakeFiles/OpenGL.dir/all] Error 2
make[1]: *** Waiting for unfinished jobs....
[ 86%] Linking CXX executable Multiview
[ 86%] Built target Notebook
[ 86%] Built target Multiview
[ 87%] Linking CXX executable ProgressBar
[ 87%] Built target ProgressBar
make: *** [all] Error 2

Test
I also built for X-code in c-make and got OpenGL error upon compiling inside x-code

28
SFML projects / Re: SFGUI (0.3.0 released)
« on: August 05, 2015, 02:09:03 am »
Please use the edit function of the forum if you want to add something to a previous post instead of writing four posts in a row.

Also spend a bit more time on the problem before posting on the forum and be more patient with waiting for answers. There are only a small number of OS X developers here and none of them are much invested in SFGUI.

Sounds good

29
SFML projects / Re: SFGUI (0.3.0 released)
« on: August 05, 2015, 12:46:09 am »
I recreated the  Xcode c-make file this time without examples checked, and when I ran the resulting project code in x-code, it successfully compiled, so that is where I am right now, I still haven't used sf-gui yet or any examples.

Can't seem to get it working with Xcode - any advice?

30
SFML projects / Re: SFGUI (0.3.0 released)
« on: August 04, 2015, 11:45:35 pm »
I recreated the  Xcode c-make file this time without examples checked, and when I ran the resulting project code in x-code, it successfully compiled, so that is where I am right now, I still haven't used sf-gui yet or any examples.

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