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Messages - Brendon

Pages: 1 [2] 3 4 ... 6
16
SFML projects / Atom Zombie Smasher
« on: August 12, 2011, 07:02:36 pm »
It's a great sound library. Not expensive. http://www.soundsnap.com

17
SFML projects / Atom Zombie Smasher
« on: August 12, 2011, 06:20:09 am »
Yup, I did all the design, programming, and art. The music was from a band called The Volcanics and the sound effects were from a library.

18
Window / Multiple mice?
« on: August 07, 2011, 03:51:41 am »
Quick question - does SFML support multiple mice?

19
SFML projects / Atom Zombie Smasher
« on: August 05, 2011, 08:59:07 pm »
That's the beauty of SFML! It's really minimal & flexible, so you can bend it to look & work however you like. Such a phenomenal library.

20
SFML projects / Atom Zombie Smasher
« on: August 05, 2011, 08:26:05 pm »
Thanks! It's a great bundle. I'm glad to be a part of it.

21
General discussions / A new logo for SFML
« on: July 09, 2011, 10:06:16 am »
Here's my attempt at the SFML logo!


22
SFML projects / Atom Zombie Smasher
« on: April 26, 2011, 04:57:59 am »
@Nexus - I'm an amateur programmer at best, so I'm likely quite wrong in my assessment!  Thanks for the clarification.

@Groogy - Atom Zombie Smasher does not implement any threading.  Why does your game require it?

@Richy19 - It just so happens I wrote a blog entry about the procedural city generation: http://blendogames.com/news/?p=55

@NinjaFighter - Some users seem to be having problems with the OpenAL library included with the game. Here is a workaround solution:
http://blendogames.com/atomzombiesmasher/help.htm#mscrash

23
Window / [SFML2] Window crashes when calling destructor (ATI)
« on: April 20, 2011, 05:31:07 pm »
The atigktxx workaround is definitely not a universal fix - some of my users reported major framerate problems when they included the file (removing the file then resolved the problem).

I was unable to identify the common cause among these users.

24
Window / Simulation pausing when window is dragged
« on: April 10, 2011, 06:28:12 pm »
I noticed when I drag the window around, the application stops updating itself.  It resumes once I stop dragging the window around. This isn't a big deal for singleplayer games, but it's breaking a multiplayer game I'm working on.

From digging around the SFML forums, it seems this is an unresolvable issue relating to how Windows works. So, I was wondering if anyone has any tips or suggestions on how to work around this.

25
SFML projects / Atom Zombie Smasher
« on: April 05, 2011, 07:41:33 pm »
@Groogy -
For me, it's mostly general preference; I just find C# more user-friendly.  It allows me to spend more time focusing on gameplay code and not having to fiddle with memory or low-level management.

Though from what I understand, C++ is still the most widely-used de facto standard.

26
SFML projects / Atom Zombie Smasher
« on: April 03, 2011, 01:01:57 am »
@Groogy - Thanks!

I just used SFML's graphics library & Tao openGL library.  The 3D stuff was mostly extrapolated from SFML's openGL "rotating cube" example app.

27
General discussions / ATI fix
« on: April 01, 2011, 12:48:24 am »
That's wonderful news!

What versions of SFML is this applicable to?  SFML2?

28
Graphics / [Solved] SFML2 - How to draw large fonts
« on: March 24, 2011, 10:32:53 pm »
Works perfectly. Thanks Laurent!

Code: [Select]
scratchString.DisplayedString = "Center";
scratchString.Size = 64;
renderWindow.Draw(scratchString);

29
Graphics / [Solved] SFML2 - How to draw large fonts
« on: March 24, 2011, 10:06:30 pm »
In SFML1 the font constructor had a size parameter, but SFML2 doesn't seem to include that parameter.

SFML1:
new Font(string filename, uint charSize)

SFML2:
new Font(string filename)

30
Graphics / [Solved] SFML2 - How to draw large fonts
« on: March 24, 2011, 08:26:28 pm »
I've started to use SFML2 dotnet and had a beginner's question about how text is rendered.

When I draw small font sizes, it looks fine. But, when I draw a larger font size (font size 4), it renders blurrily:


Code: [Select]
scratchString.DisplayedString = "Center";
scratchString.Scale = new Vector2(4, 4);
renderWindow.Draw(scratchString);


How does one correctly render large font sizes?

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