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Messages - Ashenwraith

Pages: 1 ... 3 4 [5] 6 7 ... 18
61
General / Collision - example(?)
« on: June 09, 2010, 09:25:10 pm »
So is the problem solved?

62
General / Collision - example(?)
« on: June 09, 2010, 08:50:13 pm »
I'm kinda rusty at C++ so I don't know if this syntax is proper but assuming it is..

After taking a quick peak it looks like that function returns a bool so your if check should ask if true or false.

63
SFML projects / Tic Tac Toe
« on: June 09, 2010, 05:47:47 pm »
To make a simple tic tac toe game I would recommend using a 9 button grid with three states.

It's not really much of a game, but would be a nice GUI test.

You can either build your own GUI or use an existing one in the projects/wiki sections.

Maybe this should be moved to graphics/general help?

64
Feature requests / LAME MP3 support
« on: June 09, 2010, 05:10:38 pm »
Quote from: "Laurent"
I always give the same answer: MP3 is not free and you must pay royalties to use a decoder/encoder for this format. LAME is ok because it provides only source code. But if you use a compiled version of LAME (which would be the case if I used it in SFML), you must pay royalties.

At least this is what I understand from the stuff I've read about MP3 licensing. Correct me if I'm wrong.

Quote
The quality/compression is often much better than ogg, especially for music.

I've always heard that OGG was slightly better. But maybe it was just about the compression rate, not the quality.


From what I've seen you can allow the user to insert the lame_enc.dll at their own discretion which is what most open source audio programs do (including Audacity).

Many artist now offer music in both ogg and mp3 and the mp3 always sounds better. If you take a good wav and encode it to ogg at a higher bit-rate it always sounds more damp/flat sounding vs mp3. For sound effects it doesn't really matter, but you can really tell with music.

I've never heard or been able to make a better sounding ogg vs a properly encoded mp3. Of course old mp3s sound like crap compared to ogg. I know ogg is supposed to be like the png of sound formats, but it's not better.

Here is a more technical explanation:

http://ixbtlabs.com/articles/oggvslame/

65
Feature requests / LAME MP3 support
« on: June 09, 2010, 04:14:44 pm »
What about LAME MP3 support which is an open encoder that is able to play in mp3 players, but is not a real mp3.

http://lame.sourceforge.net/

The quality/compression is often much better than ogg, especially for music.

66
Graphics / animation
« on: June 09, 2010, 04:01:51 pm »
Quote from: "panithadrum"
I think he means creating some sort of bone-based animation... like 3D models.


2D bones are IK/pin-wheel, but to do the effect he is talking about works just as well with sprites.


But if you want a human photo/video to be the graphics...  then it must be my previous post.

67
General discussions / Game Maker flooding the market with crap?
« on: June 09, 2010, 03:49:32 pm »
Well the problem with the tools is actually the game market.

Like SFML is pretty good for Steam only games (WITH NO MAC OS SUPPORT RIGHT NOW), but the biggest paying market is Xbox Live followed by PS3.

The reason I didn't include the Wii is because the Wii specializes in motion gimmick games and if you look at the sales those are the only games that make money ie, if(!WiiMote||!Nintendo){ sales=poor;}

Cell phone and flash games are casual games users expect to be free/ad driven. Sure you can succeed, but good luck. You probably have to churn out lots and lots of free games before you can hook users.

So as a hobby developer the best thing you can do is make games with XNA and port them to Steam (or the reverse). The best tools for this would be some sort of XNA/SFML/SFML 3D (Ogre?) suite.

For SFML to be great as a media library it needs to be able to plug into 2D/3D engines (existing technology) and handle basic file/data/management/input/sound/etc.

68
Graphics / animation
« on: June 09, 2010, 03:15:01 pm »
This has nothing to do with SFML.

It's called Stop Motion Animation, search it online.

That's using a camera and editing film or taking lots of snapshots.

If you use a video camera you have to constantly pause and record, changing the scene after every pause.

This takes a long time which is why you often notice the sun going down in the background and why a lot of people do it indoors/studio or start early in the morning.

The closest game to use this was Mortal Kombat and it involved editing lots of photos and using props/moving lights for things like someone rotating during a flip.

69
Graphics / Problem with circles coordinates
« on: June 09, 2010, 03:10:53 pm »
Get rid of your for loops and put if statements in your while loop.

You're making it more complicated than it is.

See this example: http://www.sfml-dev.org/forum/viewtopic.php?t=2693

70
Graphics / Problem with the RenderWindow Tutorial?
« on: June 08, 2010, 04:19:49 pm »
Quote from: "Laurent"
There are already a lot of topics which say that you need to recompile SFML if you use Visual C++ 2010 ;)


This is a good point. Maybe it might help to put a red letters on the download page or something like that.

71
Graphics / Problem with circles coordinates
« on: June 08, 2010, 04:06:10 pm »
Quote from: "Laurent"
Quote
BTW, I'm not sure what you mean, but I think your problem is that you need to App.draw for every circle (which for management often means a loop to draw everything in a vector or an array).

His drawing code is ok, he doesn't need to store the circles.


Oh yeah, I guess that's right if you just want circles floating around you can't move.

I'm curious, how are the circles stored? Are they just like pixels on the buffer that get wiped on the next clear and are gone forever?

72
Graphics / Problem with circles coordinates
« on: June 08, 2010, 03:59:52 pm »
Hi you should use the [code] tags

BTW, I'm not sure what you mean, but I think your problem is that you need to App.draw for every circle (which for management often means a loop to draw everything in a vector or an array).

If you just want to move one circle you need to define your position coords outside your loop.

73
SFML projects / first project
« on: June 07, 2010, 10:14:22 pm »
That's probably because you probably need the dos window focused to have cin work.

You need to use the sf keys with events.

Look at the documentation it's very easy for something simple like this.

74
SFML projects / Feedback wanted for Project MoonSeed ARPG engine.
« on: June 07, 2010, 10:09:42 pm »
Oh I forgot to mention...

When you are doing side views of a character there should be horizontal profile lines that match up like the chin, bottom of feet, etc.

Right now how you have it the perspective of the character changes for side view and it makes the character look like it morphs.




75
Graphics / [SOLVED]Fading a sprite/image in or out
« on: June 07, 2010, 12:12:09 am »
No prob.

If this fixed your problem edit the thread tittle and add [SOLVED]

This makes it so other people don't have to check it.

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