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Messages - Erdrick

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31
General / Re: [Q] Proper way to slow down a Sprite during movement?
« on: May 11, 2016, 04:51:00 am »
Hi,

Ah, it makes more sense now if this is a class project  why the code would look this way.

The delay might be coming from the fact you are repeatedly loading the same texture from the same file during every key press and key release.

You could try loading linktexture ONCE in the entire program before the loop starts and then just setting the texture rectangle within the "if statements" like you are already doing to see if clears the delay.

As a side note, not to ask personal questions, but I'm somewhat curious what kind of awesome school is teaching SFML :)


32
SFML projects / Re: Dark Ruins
« on: May 10, 2016, 03:29:47 am »
Thanks eXpl0it3r, Hapax.  I made the date corrections, hah, I've lost track of what year it is!

33
SFML projects / Re: SFGUI (0.3.0 released)
« on: May 09, 2016, 04:35:09 am »
Hi,

I'm trying to build SFGUI 0.3 using Visual Studio Community 2015 and was wondering if anyone had success doing that yet?

I was able to configure and generate using the CMake utility but then while running nmake install I got some errors.  SFML_STATIC_LIBRARIES is checked and SFGUI_BUILD_SHARED_LIBS was unchecked.

 I copied what i thought was the relevant portion below
(click to show/hide)

34
SFML projects / Dark Ruins
« on: May 08, 2016, 06:06:53 am »
Hey Everybody!

This is the development log for

Game: Dark Ruins

Summary

Dark Ruins is a unique combination of simulation, strategy, and role-playing.

Written in C++ and utilizing the SFML 2.3 library, Dark Ruins is a new game that will allow you to personally manage a guild of adventurers that engage in dungeon-delving conquests for both treasure and personal growth.

Add greenhorn heroes to your guild and send them into dungeons to learn new skills, accumulate weapons, armor, and magical artifacts while discovering their true potential over time.

Make financial decisions to invest in your guild, merchants, and support systems.  Strive to build a hall of fame fantasy roster that can tackle the game’s toughest challenges!





Change Log

Content subject to change; Focused on learning, having fun, progress, and adherence to vision in roughly that order.

06/2016
        + GUI Table Improvements
                - Button support
                - Movable geometry
                - Tool-tip support
                - Skill Icons support

05/2016
        + Added GUI table class and features
                - Column headers
                - Add Rows
                - Icon support
                - Sort by Column
                - Highlight/Select Rows
        + Minimap
   + Multiple Enemy Combat
   + Game States
      - Intro (SFML Intro, thanks Hapax/eXpl0it3r)
      - Title Screen (Night in ruins, created by AdhirAnimator.. thanks)
      - Gameplay

04/2016
   + Vertex based tile map
   + Random recruit naming
   + Scrollable text box
   + Scrollable View with Follow Capability
   + Pathfinding algorithm
   + Button
   + Single Enemy Combat

03/2016
   + Basic game systems
       - Map
      - Item/Inventory
      - Currency
      - Guild Member
      - Resource Manager (Thor, thanks Nexus)
   + Smooth Unit Movement

Thanks SFML community!  Looking forward to having more as we go along.

35
General / Re: Help with basic collisions
« on: May 08, 2016, 02:22:15 am »
Nice!  Its great to hear when a problem was solved and how.

36
General / Re: [Q] Proper way to slow down a Sprite during movement?
« on: May 08, 2016, 02:18:54 am »
Hi,

Congratulations on making some things work on your own!

The short answer is that you could look at SFML clock and time objects and start calculating how many microseconds are passing by in each iteration of the game loop and only trigger animation changes after a specific amount of time goes by.  This is a short answer of how you decouple the timing of animation from the timing of your game loop.

The long answer is that your main game loop has several other "design type" issues that need to be fixed soon or at the same time you are fixing the animation problem.

Your main game loop has glued together event handling + animation + loading textures and you'll really want to separate out those things into different functions soon.  You won't want to be loading heavy textures during event handling for example, it  will be very inefficient soon.

Hope this helps.



37
Looking really good!  nice work, please keep us updated.

38
General / Help with basic collisions
« on: May 07, 2016, 01:39:20 am »
Hi just fyi the intersects function should be a better solution than what I proposed. 

Its worth making that work since mine only tests one point

Sent from my SGH-M919 using Tapatalk

39
Hi,

There are up to date tutorials here: http://www.sfml-dev.org/tutorials/2.3/

SFML has changed, so you'll need to follow the latest tutorials which should help you.

40
General / Re: Help with basic collisions
« on: May 06, 2016, 04:19:48 am »
Hi Leltoson,

Here is one way, to see if the boundaries of a sprite contains the corner of another sprite

if (m_sprite.getGlobalBounds().contains(m_sprite2.getPosition()))

41
This is also typically one of the best uses of a wiki although i have not explored sfml wiki much yet

42
Window / Re: Missing sfml-window-2.dill
« on: May 05, 2016, 02:15:10 am »
Hi,

That is not the right spelling for the DLL you are probably referring to but if you downloaded SFML it will be under the bin directory.

43
Have the code inside MoveRight increment position.x and not velocity.x then.  Velocity as its definition suggests, sets a constant speed.  Its like setting cruise control on your car.

44
Window / Re: delete sf::Window
« on: May 02, 2016, 03:25:54 am »
I see two things here.

It looks like the code you put in your message isn't complete, what object does m_Title etc. belong to?  Is there more code you should have included to help make sense of this example?

Secondly, why are using the new operator anyway instead of just declaring an object of type sf::Window?


45
General / Re: Player interaction
« on: May 02, 2016, 01:30:43 am »
Have you ever taken an C++ training course before or are you just trying to learn by looking at others' code?

I would like to recommend you watch this entire thing and re-watch as required

https://mva.microsoft.com/en-us/training-courses/c-a-general-purpose-language-and-library-jump-start-8251

Try the examples for yourself, and when you finish i think you'll have a better idea of things.


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