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Messages - ekun

Pages: 1 [2]
16
SFML projects / Re: The Hallowed Orb
« on: December 16, 2013, 10:38:37 pm »
Thanks, JuDelCo!

Yeah I can see some similarities with RoR :)

17
SFML projects / The Hallowed Orb
« on: December 16, 2013, 05:22:08 am »
Hey guys!

Long time SFML user here. I wanted to share the Ludum Dare game I made using SFML (again).

It's called The Hallowed Orb.

Here's the link: http://www.ludumdare.com/compo/ludum-dare-28/?action=preview&uid=3876

I also streamed my development, so you can check out the VODs and my process here if you'd like: www.twitch.tv/ekunuke/profile/pastBroadcasts



cheers!

18
General / Building my project for OS X on a PC?
« on: August 23, 2012, 09:54:40 pm »
Hey everyone, it's been a while :) Very glad to see SFML 2 RC has come out! Super awesome.


So I participate in http://www.ludumdare.com/, a semiannual game jam, and one of the things I want to do this time is to build my project for Windows and Mac. The thing is, I don't have a Mac myself. Is there some way I can go about building a Mac version of my SFML project? How have other people handled this?

Thanks for the help~

19
Graphics / SFML 2 Water Shader Problem
« on: August 21, 2011, 09:01:26 pm »
Is the white box a sprite?

If not, have you tried applying it to a Sprite instead of a Shape?

20
Window / same issue
« on: December 01, 2010, 07:34:09 pm »
I'm having the same issue.

When I close a window, a segmentation fault occurs.
The call stack points to
c:\windows\system32\ig4dev32.dll

The code is perfect and very minimal. I have not had this problem using SFML 1.6, Im using the latest build of SFML 2.0.

-Windows 7 32-bit
-Intel integrated graphics card
-Code blocks mingw32

The funny thing is, I've had this error before on another project. The project was fairly complicated, and although I had the same problem initially, it disappeared as development went on. It seems to only occur when I use a minimal example:

Code: [Select]

    sf::RenderWindow window(sf::VideoMode(WINDOW_WIDTH, WINDOW_HEIGHT, 32), "solo");

    while(window.IsOpened())
    {
        sf::Event windowEvent;
        while(window.GetEvent(windowEvent))
        {
            if(windowEvent.Type == sf::Event::Closed)
                window.Close();
        }

        window.Clear();
        window.Display();
    }

21
General / R605 Pure Virtual Function Call on Close
« on: November 10, 2010, 08:05:40 pm »
EDIT:
Nevermind, it seems after searching this is a problem with my graphics card driver...

Intel Graphics Media Accelerator 3150

I will post if updating the driver fixes it.

EDIT2: My drivers are up to date...

I am however using Codeblocks mingw

I'm going to try reinstalling codeblocks....

22
Window / Problem using SFML 2.0 and OpenGL
« on: November 02, 2010, 06:59:17 pm »
I'm having trouble setting up an OpenGL context using a SFML window.

What steps should I be following?

I've tried manually adding search directories to a local copy of glew, and includng glew.h in my project. But this gives me undefined reference errors.

23
Window / About moving a sprite with a gamepad
« on: October 30, 2010, 04:21:36 am »
Quote from: "Laurent"
He just forgot a closing parenthesis after "sf::Joy::AxisX".


Good catch.

Quote from: "fabvman"
Thanks Epaik, that helps me a lot. But I don't understand why you put < -0.5 as a second parameter of getjoyaxis()


The reason I did -0.5 is the getjoyaxis function returns an approximate float value for each axis. For example, for a gamepad the x-axis might be ~-1.0 for left, ~0 for nothing pressed, ~1.0 for right.

24
General discussions / CMake tutorial added
« on: October 30, 2010, 04:16:32 am »
Nice tutorial!

I understand much better now what CMake is. This seems like a great tool for cross-platform development.

25
Window / About moving a sprite with a gamepad
« on: October 29, 2010, 08:36:53 pm »
Hi fabvman.

Gamepad input is handled in the exact same way keyboard input is.

Code: [Select]

const sf::Input& Input = App.GetInput();

if(Input.IsJoystickButtonDown(0, 1))
{
   //do something
}
if(Input.GetJoystickAxis(0, sf::Joy::AxisX < -0.5))
{
   //move my guy left
}


All you have to keep in mind is the first argument for isJoyStickButtonDown() and GetJoyStickAxis() is the controller number. The second argument is which button/axis you are trying to test.

26
General discussions / Full list of SFML2 changes?
« on: October 29, 2010, 07:43:54 pm »
So I fully upgraded my project to 2.0 at last.

It would have been much easier with a 1.6->2.0 changelog, but I understand that 2.0 is still undergoing development.

Still, I eagerly await such a changelog as an addition to the site, as it would be extremely helpful to all developers who wish to do what I did.


Thanks for the quick reply also btw Laurent, the SVN log provided useful.

27
General discussions / Full list of SFML2 changes?
« on: October 26, 2010, 07:56:13 pm »
I decided its time to upgrade from 1.6 to 2.0, and I already set everything up. However, going back and changing all of my code would be much easier if there were a full list of SFML2 changes. Is such a list available?

28
Network / Occasional lags within UDP network
« on: October 21, 2010, 05:02:39 am »
It looks like from your code you're constantly pumping out packets. Keep in mind that any game that uses networking should never be doing this.

Networks can only handle so many packets at a time, and sending too many can result in a packet buffer problem.

What your test should be doing is restraining the sending of packets to a specific number of frames per second.

Many action games send game packets from 10 - 20 fps. Play with these numbers to find something that works for you.

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