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Messages - Naufr4g0

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91
SFML projects / Airport
« on: October 18, 2011, 11:02:37 pm »
Very very very nice!! The game runs perfect for me now! :D
No graphics issue, no visible reduction of fps when the screen is full of airplanes.
I also think that the game is very fun and original! :)

my Hi-Score is 52 airplanes (HARD difficulty).

92
SFML projects / Airport
« on: October 13, 2011, 06:33:27 pm »
Quote from: "Nexus"
Quote from: "Naufr4g0"
Can't you use sfml views to zoom out the game window?
That's exactly what I meant with scaling textures ;)

What would be a good default resolution -- small enough not to evoke the size bug, yet as big as possible? 1024x768? Or should I choose the desktop resolution and start with fullscreen mode?


A 1024x768 window can be displayed on my screen, but the lower part of it is covered by the toolbar.
1024x768 resolution is perfect for me in fullscreen. :)
Why not a scaled 800x600 window to start? I think is the more compatible.
You could add an option to enlarge the window from title screen.

93
SFML projects / Airport
« on: October 13, 2011, 03:35:28 pm »
Quote from: "Nexus"
Lee R:
keyforge and Naufr4g0:
After testing several computers, I have finally found one where I could reproduce the bug. The application appears in the taskbar, but no window pops up. And very likely, this happens because my window resolution (1280x800) is higher than the desktop resolution. Looks like all bugs are about problematic sizes :D


I found out that I have the same bug when, in my sfml games, I tried to open a window larger than screen resolution. :)
The max resolution of my laptop is 1366x768 with an aspect ratio of 16:9.
Can't you use sfml views to zoom out the game window?

94
SFML projects / Falling Rocks! (demo inside)
« on: October 13, 2011, 12:45:33 pm »
Thank you all, I'm glad you enjoyed my work! :)

Quote from: "Haze"
I love this game!
The old-school graphics look very good and coherent.
I got 900 points and something.

Feature suggestion: you should store the high score and display it somewhere.


This is the next feature I want to add. :)

Quote from: "meissner61"
I swear to jesus if this game had progression and other silly things to keep our mind thinking we are getting somewhere... You would have an angry birds right here and be making bank right now!


I'm working just to add a goal to the game. :)
I want to add a story mode with gradually increasing difficulty levels.
I would also like to create different stages, with different backgrounds and other kinds of falling objects.

Quote from: "Nexus"
Funny, even if quite difficult game! :)

I also like the graphics, they somehow remind me of Knytt Stories.


I love that game! :D
I'm proud to know that my game have remembered you Knytt Stories.

95
SFML projects / Airport
« on: October 08, 2011, 09:51:49 pm »
The game still doesn't work for me! :(

If I press F2 key the game starts and I can hear sounds.
I don't think it was a texture size issue, 'cause I can see the game in the preview window of the toolbar in both versions.
Maybe it's a window initialization issue..
There's a key for fullscreen?

96
SFML projects / Airport
« on: October 06, 2011, 04:56:52 pm »
Windows version (Win7): the game doesn't work for me!

I can see the game window on the preview of the toolbar, but the window of the game won't open!

97
SFML projects / FALLING ROCKS v0.5.3 released!
« on: September 13, 2011, 09:50:28 pm »
UPDATE: Version 0.5.3 released!

Changes I made in this version:
  • Fixed a bug in acceleration and deceleration of time in bullet-time mode when VSync was disabled (it was too fast).
  • You can now quit the game using the X button on the window.
  • You can mute music by pressing "M" key.
  • You can save more than 1 screenshot. They are named with a sequential number (shot_1.png, shot_2.png, ...)
  • Change title name image in the menu screen.

Download link:

Download Falling Rocks v0.5.3

98
SFML projects / My 1st project xD
« on: September 12, 2011, 12:14:14 pm »
I suggest you to add this symbol with a #define directive:

Code: [Select]

#define PI 3.14159265f


You can also change this code:

Code: [Select]

 Vector2f PosPerso = spaceship.GetPosition();
        if(PosPerso.x<16)
        {
            PosPerso.x=16;
            spaceship.SetPosition(PosPerso.x, PosPerso.y);
        }

        if(PosPerso.y<16)
        {
            PosPerso.y=16;
            spaceship.SetPosition(PosPerso.x, PosPerso.y);
        }

        if(PosPerso.x>(LARGEURECRAN))
        {
            PosPerso.x=LARGEURECRAN;
            spaceship.SetPosition(PosPerso.x, PosPerso.y);
        }

        if(PosPerso.y>(HAUTEURECRAN))
        {
            PosPerso.y=HAUTEURECRAN;
            spaceship.SetPosition(PosPerso.x, PosPerso.y);
        }


with this:

Code: [Select]

if  (spaceship.GetPosition().x < 16.f) spaceship.SetX(16.f);
if  (spaceship.GetPosition().y < 16.f) spaceship.SetY(16.f);
if  (spaceship.GetPosition().x > LARGEURECRAN) spaceship.SetX(LARGEURECRAN);
if  (spaceship.GetPosition().y > HAUTEURECRAN) spaceship.SetY(HAUTEURECRAN);


As you can note, there are two methods to access X and Y coords of a sf::Sprite directly: SetX(), SetY()
Easier, isn't it?

Anyway I'm curious to test your game! ;)

99
SFML projects / Falling Rocks! (demo inside)
« on: September 11, 2011, 11:22:57 am »
Quote from: "Haikarainen"

OnT: You should add a sf::Event::Closed in your event handling, its irritating to not be able to kill the game with the upper right x :P


Ok, I will add this "feature" in next version. :)

100
SFML projects / Falling Rocks v0.5.2 released
« on: September 11, 2011, 01:40:20 am »
Changes I made:

- The game is finally framerate independent!
- Changed ninja images in menu screen
- Fixed a bug that froze the game for about a tenth of a second when the ninja was hit.

Download Falling Rocks 0.5.2

Thanks you all! I never decided to change the time-handling without your suggestions.
I think the game now runs smoothly both Vsync is enabled or not. :)

101
SFML projects / Falling Rocks! (demo inside)
« on: September 10, 2011, 03:51:03 pm »
Ok Ok You've convinced me!! =)
I will release soon a framerate independent version of the game.
For me it's not so hard to implement that.

102
SFML projects / Falling Rocks! (demo inside)
« on: September 10, 2011, 02:17:13 pm »
Quote from: greeniekin
Quote from: "Naufr4g0"

Or possibly have
float speed;
if(vsync)
    speed=1/60;
else
    speed=App.GetFrameTime();

charX+=10*speed;


Unfortunately the problem is more complex.
There is no SFML::RenderWindow method that can read if Vsync was really enabled or not, and there's no other method that can read refresh rate (60hz, 75hz, ecc.) so I can't exactly know the real conditions in which the game runs.
Therefore I think the only way is to use GetFrameTime() method, with the problems that this entails ..
Anyway I could find an opengl function that give me the data I need or build a tester when the game starts..

103
SFML projects / Falling Rocks! (demo inside)
« on: September 09, 2011, 11:14:21 pm »
Quote from: "Haikarainen"
Turned on VSync in ATi CCC, now the game runs fine but everything else lags :S

Edit; Turned off vsync in game(found it lol) and turned off vsync in ATi, now it also runs fine

Edit2: Really fun game, GJ! :D Did you make the graphics/music as well?


I did the all the graphics (except for background in the in-game screen), menu music is a free song downloaded on modarchive.org. In-game music was created by Giuseppe Navarria. :)

104
SFML projects / Falling Rocks! (demo inside)
« on: September 09, 2011, 10:55:21 pm »
Quote from: "greeniekin"

I actually was using it on a pc at uni.

I tried again at home and with vert sync on and off. It worked perfectly.

Though what I was referring to it will not matter what the frame rate is.
It is discussed here.
http://www.sfml-dev.org/tutorials/1.3/window-time.php

You may have already implemented as I have no issue at home, and a uni computer could have been compromised some how. Though you should know with a glance at that page.


I'm aware about the fps issue. As you can see in your own link, it's not so difficult to implement an engine that adapts to any type of refresh.
The only thing I don't like of this solution is that GetFrametime() method doesn't return the same value for each frame when I switch on "sync vert refresh". So sprite movement appears less smooth! :(

Quote from: "eXpl0it3r"
Very nice game! =)

But as mentioned above there seems to be a speed problem.
With VSync=ON the game is really unplayable, turing it off does fix the issue.
But I don't think it has much to do with FPS, then turnin off VSync would mean the FPS go up and the game gets even faster. Or the setting is just reversed...  :lol:


I know that the option could be misinterpreted, but in the game VSYNC ON means VSYNC ON if graphic card driver vsync option is set to "let the application decide". In other cases fps could be > 60 or virtually infinite if vsync driver option is set to "always off".
VSYNC OFF means framerate limited to 60 without vsync! :)
VSYNC ON, when it works, return smooth movements even if you don't notice it.

Quote from: "bzn"
Love this game! Reached 2100 points in hard mode, after a "almost-hit" combo of 19 or so. :)
It's actually almost too easy to get many points by these combos.


What's a "almost-hit" combo? Anyway a combo give score only when you don't die within a second. :)

105
SFML projects / Falling Rocks! (demo inside)
« on: September 09, 2011, 07:05:24 am »
Quote from: "greeniekin"
You tube video looks very good.
Though on my pc it is unplayable. Your game does not scale motion with time.
Eg say it is meant to work at 30 fps but because my computer is more powerful and gets 90 fps all objects will go 3X faster.

Basically I hit start rocks flying past in a blur then I'm dead in 1 second.

It is weird though because the animated water and the menu select icon seem to animate at the correct speed.

If you need more help on how to implement this just ask. Though I suspect you already know and implemented it for animations anyway.


Try to select  Vert Sync. = OFF in the Options screen, it should fix the speed issue. :)
This option sets FPS to 60.
Have you set a value for screen vert refresh over 60?

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