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 - Resethel

Pages: [1] 2
Graphics / Re: Add a glow
« on: January 24, 2016, 09:15:55 am »
It seems not to be something easy to achieve as you said :/
It may require multiple shader passes, to filter them then applying the effect on them. Or you could render to-glow objects on a renderTexture and apply glow on them.
Try to search things around gaussianBlur shader, or bloom effect, it should help you achieve something close from what you want, assuming you've not already try that  ;D

Sorry for not being of very helpful :(, I'm no shader expert :/

General / Re: Implementing the Projectiles in a Sidescroller Game
« on: January 24, 2016, 09:06:59 am »
Unless you have thousands of them on screen, and your code really isn't optimized, I don't think so but the best way to find out is to try ;), coding also is about experimenting!

If you intend to erase a lot of elements at random places in your container, regularly, you may want to use a std::list which is bit more suited for this kind of use, but less efficient .

Graphics / Re: Problem with RenderTexture's Position
« on: January 24, 2016, 03:24:40 am »
I don't have a proper answer for your question, yet i wonder:

Why not directly rendering on your sf::RenderWindow? unless you're applying a post effect or something, it might save you from a lot of worries :-\

SFML projects / Re: "Our Dear Paper Fighters" - Top down shooter
« on: January 18, 2016, 07:51:36 pm »
Wow looks so cool! I wish I could play it :/
It would be great as Apax said to post a small preview of your game on Youtube!

As for music, you can find some great ones here for free: incompetch.com and some free sound there freesound.org (quite well known hehe)

SFML projects / Re: adventure3d: Simple raycaster with SFML
« on: January 17, 2016, 08:05:48 pm »
Compiled on mac, tested it, and it works amazingly well!
Great job on this, I'm looking to see how you'll improve it ^^

SFML game jam / Re: Wanna another? (early 2016 edition)
« on: January 16, 2016, 05:20:45 pm »
I would also support another game jam  ;D
It's always a good occasion to test oneself and see what one is really capable of.

One thing I noticed that seems to discourage a lot of people in some other game jams was the like of free time, I mean when they're not done other the weekend for example,that really make it harder and restrain people ( as a students in an intense pathway, time for investment in other matters really is hard :( )

General / Re: Cocos2d style Actions with SFML
« on: January 09, 2016, 03:04:39 pm »
Hmm, imo, i would go for an action struct, something like that:

This is your action:
struct Action:
     std::function<void(Actor&, sf::Time)>    action    
     Category                                 category
Which contain a function and the category of the entities targeted. You create some lambdas in another/same file to make your actions, then you just have to make your Node's actors bearing a method like this one:

void Actor::receiveOrder(const Action& order, sf::Time dt)
      if (order.category == mCategory)
             order.action(this, dt)
      // Then you distribute this order to all the other nodes
This way you may make an queue of actions, so you're sure they are triggered in the right order.

Well there are better system than categories, like a ID with specials value for differents actor or make category an array of categories and then check if the actor category fit one of the categories set ( 'cause you can use variadic functions, but I dislike it) or use bit shif (<<) to assign a int to each category  in order to use the bitwise operator . . . But at your place, I would go for something like that

General discussions / Re: SFML Game Development by Example - 4th SFML book
« on: December 31, 2015, 11:57:45 am »
Ah!!! Waited for it for 6 months now :D, thanks a lot  ;D

SFML projects / Re: boxGame
« on: December 31, 2015, 11:31:20 am »
Idk if this is correct way to do state machine.

Well there are many ways to do a state engines, and many types. Yours just feel pretty good to me, maybe for an engine of this kind you could make your states derivate from a "State" class with virtual methods like an update one, and then make a state array or something like that  ;D!
( Something similar was done in the SFML Game developpement book wich is duper great )

SFML projects / Re: Selba Ward
« on: December 16, 2015, 07:56:11 pm »
thanks for sharing it, that's cool, probably gonna use it :)

General / Re: Overlapping windows/menus
« on: November 08, 2015, 01:08:03 am »
Sort your container, from the more a window/menu is on top to the more it is in the background. So that the first you pick is the the one on top.

Alongside that, you should also iterate through your container, sending the event, and stop when one widget react to it! Meaning that only the higher-widget which qualified for handling the event will do something!

Graphics / Re: Creating a partially see-through sprite
« on: November 08, 2015, 12:57:45 am »
You can also load an image, set a mask from a color then load a texture from this image and apply it to your sprite.
But it's definitely easier to do as zsbzsb said

Audio / Re: [Mac] SFML using deprecated Carbon Component Manager ?
« on: November 06, 2015, 10:48:43 pm »
Just so you know, we switched from Apple's OpenAl to OpenAl-soft because of some threading issues. See here: https://github.com/SFML/SFML/issues/541.

I see, and this issue still exists (just noticed it ahah) , I'll wait for a fix :) thanks for the answers and everything else!

Audio / Re: [Mac] SFML using deprecated Carbon Component Manager ?
« on: November 05, 2015, 10:49:24 pm »
Could you try to replace OpenAl.framework from SFML's extlibs by OS X's version from /System/Library/Frameworks, (probably) recompile SFML and your application?

Sorry for the delay! I did and right now, everything works smoothly, both for test cases and my app! Thanks ^^

Audio / [Mac] SFML using deprecated Carbon Component Manager ?
« on: November 04, 2015, 11:38:20 pm »
Hi there!
I just recently passed to OSX 10.11.1 and noticed a warning on exit when using the SFML audio module. It says

2015-11-04 23:17:10.816 Breakout-Clone
[8530:1171230] 23:17:10.816 WARNING:  140: This application, or a library it uses, is using the
deprecated Carbon Component Manager for hosting Audio Units. Support for this will be removed
in a future release. Also, this makes the host incompatible with version 3 audio units. Please
transition to the API's in AudioComponent.h.

And here is the minimal code that trigger it!

#include "ResourcePath.hpp"
#include <SFML/Audio.hpp>

int main(int, char const**)
    sf::SoundBuffer Buffer;
    Buffer.loadFromFile(resourcePath() + "Sound.ogg");
    sf::Sound newSound;

The warning is triggered on exit ( since it's a deprecation issue ) and is also triggered while using sf::Music

I hardly used SFML for sounds purpose, so I didn't noticed this until now !
I'm currently using SFML 2.3.2 alongside Xcode 7.0.1 and since i found no issue request about this, I wanted to ask if the problem comes from me ( which would be quite astonishing ) or if there is a fix already planned?

Thanks you for listening

Pages: [1] 2