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Messages - dwarfman78

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31
SFML projects / Re: Tanks !
« on: June 23, 2014, 10:13:04 pm »
I'm currently doing some tests in order to add scripting capabilities to the game (or even maybe the engine) throught chaiscript (http://chaiscript.com/).

for the moment bullet behavior is defined at compile time :

void Bullet::renderLogic()
{
    if(!collision())
    {
        sf::Vector3f pos = myEntity->getPosition();

        myEntity->setPosition(pos.x+(speed.x*(myInterpolation)),
                             pos.y+(speed.y*(myInterpolation)));
    }
    else
    {
        unregister();
    }
}

But now i'm able to write :

void Bullet::renderLogic()
{
    chai.eval_file("bullet.chai");
}

And edit the bullet.chai as follow :

if(!this.collision())
{
        myEntity.setPosition(posX+(speedX*(myInterpolation)),
                             posY+(speedY*(myInterpolation)));
}
else
{
        this.unregister();
}

Providing the binding information :

    chai.add(chaiscript::var(this),"this");
    chai.add(chaiscript::fun(&Bullet::collision),"collision");
    chai.add(chaiscript::var(myEntity),"myEntity");
    chai.add(chaiscript::var(&myInterpolation),"myInterpolation");
    chai.add(chaiscript::fun(&se::Entity::setPosition),"setPosition");
    chai.add(chaiscript::var(&speed.x),"speedX");
    chai.add(chaiscript::var(&speed.y),"speedY");
    chai.add(chaiscript::fun(&se::Entity::getPosition),"getPosition");
    chai.add(chaiscript::var(&myEntity->getPosition().x),"posX");
    chai.add(chaiscript::var(&myEntity->getPosition().y),"posY");
    chai.add(chaiscript::fun<void (Bullet::*) ()>(&Bullet::unregister),"unregister");

32
Network / Re: Online Highscore TCP or HTTP
« on: June 23, 2014, 08:11:08 am »
Instead of php, you can consider using nodejs + restful module (express) + mongodb (mongoose) which is lightweight and full of hype nowadays. (you might consider using passport for authentication too)

I'm currently trying to release enough free time to do such things for my games. I'll keep you posted if i succeed.

33
SFML projects / Re: Zeran's Folly
« on: June 23, 2014, 07:20:16 am »
This is sweet, it reminds me of Sonic The hedgehog in a way.

34
SFML game jam / Re: Game Submissions now open
« on: June 12, 2014, 04:38:22 pm »
Quote
If you have read the discussion, you will have noticed that we're investigating solutions that do not require the end-user to build anything and instead move this work to the developer and community.
Good I thought you were asking people to systematically build each game they wanted to try. I guess I wasn't the only one thinking that and I'm happy this is now clear.

Quote
To counter your point, a game jam is something ran by programmers, participated in by programmers, and games that are intended to be reviewed by fellow programmers. If you are participating you should be capable of building projects...  ::)
If you want your friends/family to play programmers games then consider building it yourself then.


you mean my granma can't vote ? Is this the official point of view because such communautarism breaks my heart.

35
SFML game jam / Re: Game Submissions now open
« on: June 12, 2014, 04:22:26 pm »
I'm talking about the os.

36
SFML game jam / Re: Game Submissions now open
« on: June 12, 2014, 03:56:56 pm »
Quote
Let's rather find a solution to ease the cross-platform build process.

I won't be building anything because my dad nor my girlfriend would. I'm a final customer here using a standard you will or will not acknowledge.

37
SFML game jam / Re: Game Submissions now open
« on: June 12, 2014, 02:42:07 pm »
Come on guys just build for ms windows and be done with it. It represents 90% of the targeted systems. Other people are just a bunch of hippies (including myself) that will know how to build on their own systems or at least start a vm.

38
Audio / Re: Is there a problem with sf::Music::pause ?
« on: June 02, 2014, 11:37:20 am »
I think the minimal source code provided might have mislead you. Indeed, in the original context, pause is not called immediately after play, given your explanation of the problem I don't think it is solved. I might give the branch a try however.

39
SFML projects / Re: Tanks !
« on: May 31, 2014, 10:48:28 am »
There is a bug with sound effects in general, i did not take into account the fact that there is a limited number of sf::Sound instances that can be in a program at the same time, so i guess i'll have to implement some sort of "sound pool" to manage sf::Sound usage.

40
SFML projects / Re: Tanks !
« on: May 29, 2014, 10:18:38 am »
New release : https://github.com/dwarfman78/tanks/releases/tag/v1.0.0

I'm going to use github for binaries distribution instead of my personal server.

Added blast from explosion (sprite and physics).
Changed ttf for text to a military styled font.
Bug correction (hp displaying is back to normal)

41
Audio / Re: Is there a problem with sf::Music::pause ?
« on: May 28, 2014, 09:24:27 pm »
Tested with master branch, same result.

I'm using "stop" instead as a workaround, the behavior is not quite the same obviously but it is ok.

42
SFML projects / Re: Tanks !
« on: May 27, 2014, 11:52:49 pm »
there's a bug with health points z-index.

bodies are described as follow (from physics.xml) :

<physics>
        <world gravity="0.0"/>
        <body name="shell" type="dynamic">
                <fixture density="0.5" friction="0.3" restitution="0.5">
                        <shape type="box">
                                <point x="7.0" y="2.0"/>
                        </shape>
                </fixture>
        </body>
</physics>

for the moment only "boxes" shapes are supported, but i will probably add polygon and circle shaped bodies.

body defs are loaded in memory and reused when needed by their name.



43
SFML projects / Re: Tanks !
« on: May 27, 2014, 11:46:08 pm »
New release, i can't remember the changelog, the big add is Box2D bodies support to the engine, this is illustrated in the game with gun shells popping out of the tanks.

So how does it look ?

44
thanks buddy that was almost painless,

i had to add -static to linker options too to avoid libstdwhatever.dll to be added next to the exe.

45
General / Problem linking to SFML (problem with sfml dependencies)
« on: May 27, 2014, 10:56:18 pm »
under windows :

I switched to mingw 4.8 so i had to recompile SFML, got the last revision from github repo in the meantime too (to check if the sf::Music pause problem is fixed).

Building sfml is fine but when i build my project (linking statically to SFML which was ok with the release version built with mingw 4.7), i have undefined references to openal, when i add extlib to linker directory and openal32 in lib dependencies these errors disapear but then i have linking problem with libsndfile then guess what ? With glew...

What's wrong ? never had to link to these shit before and by the way i never quite understood why i needn't link to openal but need to put that damn dll next to my exe.

So can anybody enlight me with the logic behind so i can build my project ?

Thanks.


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