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Messages - WitchD0ctor

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SFML projects / HyperNova
« on: July 03, 2011, 01:20:52 am »
Been working on this quite a bit, had to recode A LOT of it becase my computer got stolen and I didn't have svn set up for this yet.


I'm trying to move away from using mappy and tile based maps so the actual collision is now handled by box2d collision lines drawn using my own editor, eventually I want to be able to draw terrain (shapes with a giant texture in it, like worms) as well as import "static mesh" in a sense, 2d drawings from Photoshop or whatever and simply draw collision over those, that would make for some really beautiful levels rather than the squares that you see here

SFML projects / Updator
« on: June 17, 2011, 05:24:09 am »
This is really really cool, I'll definitely have to integrate it in my project when its released

Graphics / Anchor a pixel to a sprite?
« on: June 11, 2011, 11:57:17 am »
2 things, your rotatePoint functions is wrong, and your not even setting its return to a variable, so its being called, but not doing anything.

Code: [Select]

scaler = 2
RotatedPoint.x = Point.x + (cos(Angle) * scaler;
RotatedPoint.y = Point.y + (-sin(Angle)* scaler;

//and then later in the update function
m_Barrel = Collison.RotatePoint(m_Barrel, theta);

This may take some adjusting, scaler is how far from the origin of the sprite, the barrel end is, you'll have to adjust this yourself for what works in your game, the rest SHOULD work, but its kinda late and i might not be thinking straight, let me know what your results are

Graphics / String Class
« on: June 09, 2011, 06:58:13 am »
you want sf::Text

General / Time based grid movement
« on: June 09, 2011, 06:35:27 am »
The problem i think is this line


you want to use the SetPosition so it just snaps the the position you give it, another problem is this is in a nested for loop, so this might get called all several times before you get to see it, (sounds like your problem)

perhaps use a break after the PATH check but without seeing all of your code its hard to know

Graphics / Moving forwards/backwards based on angle
« on: June 01, 2011, 01:32:49 pm »
try negative sine

Graphics / Delays in sprite movement
« on: May 22, 2011, 01:39:45 am »
The problem is you have those if statements inside the events loop, have them outside of it and that should fix it

Feature requests / Drawing textured shape?
« on: May 19, 2011, 09:03:49 am »
Ahh... that's disappointing

Feature requests / Drawing textured shape?
« on: May 18, 2011, 11:27:09 pm »
hey, is this possible yet?

I am able to create my enviroments out of shapes, but rather than plain color, i would like to use a texture, would this be possable with the shader class?

if so, what would i put for the gl_TexCoords?

General / SFML Logo / Jingle
« on: May 05, 2011, 06:59:56 pm »
I made a Cheesy video intro that Im using in my game, anybody is free to use it, it has no music, that way you can add your own, whatever it maybe,


I'll add the original vid when I upload it to the cloud

SFML projects / Thor C++ Library – An SFML extension
« on: April 26, 2011, 04:10:39 am »
wow, those Action Events are looking real tasty.

SFML projects / Thor C++ Library – An SFML extension
« on: April 19, 2011, 11:52:00 am »
Not gonna lie, that triangulation demo was really sexy.
would be really useful for creating box2d shapes!

General / sf::Image problem with STL vector
« on: April 15, 2011, 08:26:21 pm »
you could use a linked list
I had a similar problem in my particle system when it was pushing all the particles onto a vector, they would sometimes fall out of scope, then back when the array resized itself, i used std's linked list structure and have had no problems with images

SFML projects / SFMLTheora 1.3 - Play videos in SFML
« on: April 15, 2011, 08:24:26 pm »
in OpenAL_AudioInterface.cpp

you'll find this line,

Code: [Select]
gDevice = alcOpenDevice("");

comment this out

SFML projects / SFMLTheora 1.3 - Play videos in SFML
« on: April 15, 2011, 10:52:16 am »
I think i had the same problem as you when i tried using the sfml audio module to provide sound, if you use the standard openAL that the theora playback lib comes with it will avoid that problem, but you wont be able to hear any other music/sounds that use sfml's stuff,
to fix it you just have to look in the openAL sound factory that it libtheora playback comes with and remove an openal init call.

Hope this helps

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