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Messages - eXpl0it3r

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9166
General / Re: Need some general information about integrating Qt with SFML
« on: November 22, 2012, 11:57:53 pm »
So i think its gonna take more than 2 years at least just to learn that  ;D
You can easily multiple this with up to 10... ;)

9167
General / Re: Installing 2.0 together with 1.6
« on: November 22, 2012, 04:17:22 pm »
SFML 1.x does not come with CMake, so there's not reason in trying to do anything with CMake and SFML 1.x unless you write everything on your own.

What OS are you using? Which compiler do you use? How do you install SFML? What do you understand with 'the same configuration'?

You can easily have a folder with SFML 1.x and one with SFML 2 and then always just link what you need...

9168
Quote
with Qt you can draw the GUI over you SFML drawings
"you can't" ;)
Arg... Why does this always happen... ::)
Thanks!

9169
Quote
But all-in-all, what do you recommend me to learn?

My ultimate dream/goal is to become a professional 2d gameprogrammer and make a big game where people can log on, chat, create customgames and play with eachother, something like League of Legends  ::)
Then you've a long way before you and you should learn both and even more.

Keep in mind that with Qt you can't draw the GUI over you SFML drawings, they need to be stricly separated, while with SFGUI/TGUI/CEGUI etc you can integrate the GUI into your game drawings.

9171
General discussions / Re: Unofficial Nightly Builds
« on: November 21, 2012, 04:29:53 pm »
Updated builds to the latest commit. Added the official MinGW32 compiler.

Due to the extlibs problem with GCC 64bit builds, I've removed them for now, until a find a way to make it work. ;)

9172
Window / Re: Screensaver
« on: November 21, 2012, 04:17:56 pm »
Well, i need to create screensaver for Windows and Mac, it has to be one of my game scenes with some animations. (Also shared resources and game states, no problem with this).
I still don't really get what your game has to do with the screensaver... Or do you want to show your game as screensaver?

Anyways you simply create a fullscreen window and draw whatever you like. If you want to use the OS specific entry points for screensavers, you'll have to do some research, otherwise you could simply check sf::Mouse::getPosition() and sf::Event::KeyPressed and if they don't change with a certain time span, create you window and as soon as they get used close it again.

9173
Window / Re: Screensaver
« on: November 21, 2012, 04:06:46 pm »
I need to create a screensaver for my game
What? ???
Either I misunderstand the term 'screensaver' or your sentence doesn't make sense... ;D
What exactly do you understand with screensaver, specially in connection with your game?

Additionally I ask myself who's still using screensavers. :P

9174
Well you should probably learn what a class is and how to use it. With that you can work around global variables or the problem of passing objects around for every function. In addition to that, you should also read about functions and function arguments.

You see we gladly like to help, but SFML just isn't a library for beginners, that nearly have no idea about C++. SFML needs some basic understand of C++, which includes classes and functions etc. And since there thousands of C++ programming books out there and most of them will explain these principles better than we can in many posts, I strongly advise you to get a book and read it. ;)

As I said, to 'solve' your problem, put everything into a class, define the texture and sprite as member variable and then you can access it from any member function. Also keep in mind that the current probably won't show anything on the screen, because you have to call clear(), draw(), display() and at the moment you only call draw(). Additionally you have to use a main/game loop if you want your application to continue to draw things instead of instantly closing (read the tutorials and/or look at the examples).

9175
Graphics / Re: VertexArray
« on: November 20, 2012, 06:18:48 pm »
But how do you insert a texture into it. You don't have to copy each individual pixel, right? Because that seems to be a lot less efficient than drawing tile per tile. So the question is: how does one copy a texture into a VertexArray?
You don't 'copy' it into, you pass it as second parameter in the draw call, i.e. draw(vertexarray, texture). It will then call the constructor of the RenderState class and then get passed to the draw function.

9176
Graphics / Re: Play movie?
« on: November 20, 2012, 06:12:32 pm »
SFML doesn't provide any functions to play videos, but there are different project that use FFmpeg to do this. You can take a look at sfeMovie the most popular and maintained project in this forum.

9177
SFML website / Re: Slow and aborted loading of forum pages
« on: November 20, 2012, 05:48:45 pm »
If you tell the daemon to spawn too little PHP processes/threads eventually it will drop requests if too many come in at the same time, which is what leads to those pages without CSS.
If it was a network traffic issue you would either just wait a long time until the TCP retransmits get through or the server would just reset the connection which would produce some error message in your browser after a short time.
Well I've experienced both scenarios a few times. The first one a bit less than the second one, but it's obvious that the server are somewhere overloaded...

9178
General / AW: Easy way to create game levels?
« on: November 20, 2012, 11:20:32 am »
Yes?
If you want help in any direction you need to explicitly ask a question.
Like I already said, you need to open and parse the file. This is some basic C++, with which you should familiar with; if not go read about file and string streams. ;)

9179
General / AW: Re: Easy way to create game levels?
« on: November 20, 2012, 10:49:27 am »
And there is one hidden question: What is easiest way to create levels in SFML? :)
Well what do you need to know more? Because you give quite a nice way of doing things.

The questions for easiest/best/fastest are wrong questions to ask, because everything is relative to different variables.
For some way X might be easy, where as for others X is extremly complicated but Y isn't.
Or for game Z it's a very good idea, to handle things like thos, but for another game K it just doesn't work.

If the way you do things work fine then go this way. As I already said your design seems fine to me. ;)

9180
General / Re: Easy way to create game levels?
« on: November 20, 2012, 10:16:51 am »
If this should be a feature request (although it's in the General Help section), then I can tell you that SFML won't support anything like this. SFML is made to provide 'lower' level functions for handling media files. So the feature you want is very specific and would maybe be useful to some of the users, but it would also be a very useless feature for others.

If this is a help request (since it's posted in the general help section), then I don't see the question. Remember we're not here to code stuff for you. If you want XYZ then you have to go and implement it on your own and if you get stuck at some point you can ask for help.
What you need is a simple parser that reads your tilemap file and then you need a class that handles the tile map itself (which underneath should be best implemented as a VertexArray).

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