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Messages - eXpl0it3r

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SFML projects / CosmoScroll - space shooter game
« on: November 05, 2011, 05:09:21 pm »
Hmmm.. so it must be something else with my system...
The strange thing still is that it keeps running but doesn't display any window or whatsoever.
Are there any logs one could check/activate?
Or do could I miss some dependencies (installed a new Windows 7 last week).

Here a few more details about my system:
HP EliteBook 8460p
Windows 7 Professional 64bit
Intel Core i7-2620M CPU @ 2.70GHz
Radeon HD 6470M

Let me know if I can help hunt down the issue.

SFML projects / CosmoScroll - space shooter game
« on: November 04, 2011, 12:44:14 pm »
Unfortunatly it doesn't seem to work under Windows 7 64bit...
I downloaded the windows version from the Google Code Project site and when I start the game, a new proces gets created (I can see it in the taskmanager) but it won't show any window or error or anything...  :(
Doesn't run in compatible mode with admin rights either.

Hadn't had time to compile it for my own...

Btw quickly translated the .lang file to german. It's not perfect and maybe it won't fit everywhere into the predefined space, but I wasn't able to look which label sits where, since the game won't start.
But I guess it's better than no German version.  :wink:

Download (de.zip->de.lang): https://legacy.sfmluploads.org/file/86/download

Let me know if some of the text doesn't fit, I'll try to get/guess it right.

Graphics / I don't understand scaling or drawing.
« on: October 04, 2011, 09:43:24 am »
CMake is really easy to use and creates a project file for VS2010, which then lets you then compile the whole library.

- Just download the GUI & SFML 2.0 from GitHub.
- Set the path to the SFML dir.
- Set a path to an install dir.
- Create the project files by clicking on generate.
- Open the INSTALL project.
- Compile ONLY the INSTALL project und you'll find the dll and lib files in your install dir you define before.

Graphics / Re: Inherit from sf::Sprite
« on: September 29, 2011, 10:04:37 pm »
Quote from: "Nexus"
... The Liskov Substitution Principle wouldn't be satisfied...

It's kinda funny to see my programming profs name in the wiki article about the principle (Bertrand Meyer). Although I don't like 'his' language Eiffel but he sure did influnce the OOP section a bit.  :wink:

@Nexus: Are you studying Computer Science, or where did you get all this knowledge about O-O design?
I like the idea of being totally flexible and having independed code, but it's hard to find 'the best way'.
I guess one can constantly redesign everything and never get 'perfect' code.  :roll:

SFML projects / Falling Rocks! (demo inside)
« on: September 09, 2011, 07:13:07 pm »
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:

Graphics / Speeding up rendering
« on: September 06, 2011, 10:42:59 am »
Ah okay, sounds logical.  :lol:
Does SetFramerateLimit() act the same way?

Graphics / I have absolutely no idea why this isn't working
« on: September 06, 2011, 10:21:17 am »
Like Relic said, use just one event processing loop and for programming style indent your text right!
So there you go:
Code: [Select]
#include <SFML/Graphics.hpp>

int main(){
    sf::RenderWindow App(sf::VideoMode(1024, 768), "Game");
    //Loads the game font and images
    sf::Font GameFont;
    if (!GameFont.LoadFromFile("calist.ttf")) {
        return EXIT_FAILURE;
    sf::Image TextBoxImage;
    sf::Sprite TextBox;
    if (!TextBoxImage.LoadFromFile("Blue.png")) {
        return EXIT_FAILURE;
    TextBox.SetColor(sf::Color(0, 0, 255, 155));
    TextBox.SetPosition(0, 490.f);
    TextBox.Scale(1.6f, 1.6f);
    // Realtime keyboard input
    const sf::Input& Input = App.GetInput();
    bool DrawText = false;
    //Loads the game Text
    sf::String dia1a ("That piece of trash over there is Joey.", GameFont);
    //Game Loop
    while (App.IsOpened())
        // Event processing
        sf::Event EventHandler;
        while (App.GetEvent(EventHandler)) {
            // Close event
            if (EventHandler == sf::Event::Closed) {
        // Check whether Return is pressed or not
            DrawText = true;
        // Reset it, otherwise it gets constanty drawn
            DrawText = false;
        // Clear screen
        // Draw text if DrawText is true
        // Display everything
    return EXIT_SUCCESS;

And try to stick to the following plan:
- Process events / check inputs
- Run thought the game logic (reposition etc.)
- Draw you objects


Graphics / Speeding up rendering
« on: September 06, 2011, 10:04:42 am »
It's probably a stupid question, but just in case:
Do you have VSync disabled? Since it will limit the whole main-loop to about ~60FPS, so every logical thing that you do will eat up from those FPS. So your PC will wait a long time and then try to fit everything into those few milliseconds.  :wink:

Graphics / Speeding up rendering
« on: September 06, 2011, 12:24:53 am »
Quote from: "Laurent"
It should be ready soon.

Great to hear!  :D
...or not, since we'll have to change a lot. :wink:

SFML projects / Pacaman [Demo]
« on: September 05, 2011, 05:00:09 pm »
Nice graphics!
Will be interessting to see the finished work.

About GitHub, I created a repo just yesterday, but it wasn't the easiest task, since I tried to use first TortoiseGit, which is pretty ugly to use with GitHub (SSH & key problems).
So I clicked around on the website and found this link:

I don't know what OS you're using, but there are tutorials for Windows, OSX and Linux.

The GUI maybe a bit confusing at the beginning, but play a bit around and you get it to work.
Also don't forget to set your name and email address in the GUI->Edit->Options, otherwise it gets uploaded as 'unknown'...

Hope that helps.


SFML website / Finishing github tutorials
« on: September 05, 2011, 04:54:17 pm »
Quote from: "Laurent"
These articles are not tutorials

Why is then called tutorials? :P
I know those are the wiki-tutorials...

@Richy19: In case you haven't click already:


General discussions / Who Are You? (the obligatory interview thread)
« on: September 02, 2011, 03:27:17 pm »
Phew... That text just fit my screen, one line more and...  :lol:

I wish, I had a low-level background or even some knowledge about it, it probably would be a big help for my CS study and understanding of applications.  :(
Interessting interlude! I'd probably also be a headless guy around you, didn't consider C# as a 'proper' language, but I think you started to change my mind, although I won't switch to it (yet?)...  :?

General discussions / Who Are You? (the obligatory interview thread)
« on: September 02, 2011, 03:00:07 am »
Quote from: "Groogy"

Nice game, untfortunatly too short. :D

I'm 20, from the Swissgerman speaking part of Switzerland and speak Swissgerman, German, English and a bit French (only if it has to be). In about a week my first semester in Computer Science will start.
I've many many acronyms in the internet, but eXpl0it3r is rather new and I haven't used it often. It doesn't have any connection to anything, I just wanted a fancy nick that isn't used often when at all.

I've always been around PCs and loved them. At about the age of 5 (the time of Windows 3.x and many many Shareware DOS games) I started using them too, to play games or trying to look like playing games. So I can actually also say I've always been around games and loved them even more!  :wink:
(Need a gamelist? Captain comic, Jetpack, Commander Keen, King Quests, Robot, Maniac Maison, etc.)

Inspiered of all those games I wanted to make my own. But I think it wasn't that motivation that brought me at the age of about 12 to programming, it was more the curiosity and ability to create something on your own.
Visual Basic 6 became my first programming language, because we had a book and the software. The jump to VB.NET was hard, but it started to be like just writing a point and choosing from the dropdownmenu the right class/object etc. I also didn't/don't like dotNET...
With the internet getting cheaper and fast I started make some websites with PHP, HTML and at last CSS.
But I still wanted to make games and searching the internet made it obvious C++ was the language, so I started learning it with books, tutorials, video tutorials, podcasts etc.
With the years and many failures I gained more knowledge about it and how it really works, not how it's written in the books. The books can't teach you to programm, they only show some syntax...

For my final assignment at highschool a friend and I wrote a small physic simulator with C++ and DirectX. I finished highschool and had some freetime and started to search for better ways to implement stuff like the physic simulation. I also wanted to search for FREE and corss-platform possibility. I first found SDL and really liked it, but there was nothing for sound, for image support you needed an extra 'plugin' and it seemed not really organized. So I searched further mainly for free, cross-platform audio libraries until... I found SFML, it is organized in a proper C++ way, can handle audio and I was stunned how many image format are supported! Everything that I didn't like with SDL was gone with SFML. :wink:
SFML did give a big boost to my knowledge about C++ and game development!
I have already some game ideas, but first the basics!

Okay enough tales about some guy from cyberspace...

Any questions feel free to ask. (forum, PM, e-mail)

General / Just the Basics
« on: September 02, 2011, 01:56:57 am »
Quote from: "manasij7479"
Then you'd 'love' to open the samples folder !

Sometimes people write as if they still had a dial-up, with which every letter cost an extrem amount of money...  :roll:

About your Code::Block problem; I haven't had problems in the past when I used it, although that stuff is really confusing at the beginning, mostly because NONE of those basic learning-C++-books teach how to use libraries.

I suggest to use SFML 1.6 for the beginning because then you won't have compile the library first. Then I suggest to download the whole SDK. (Maybe you did that already.)

Creat a new empty project and add a file called e.g. main.cpp to the project.
Now your project should get to know the location of SFML:

1. Project->Build options->Search directories->Compiler
The compiler deals with sources files, so add 'PATH-TO-SFML/include'

2. Project->Build options->Search directories->Linker
The linker likes already created objects like libraries, add 'PATH-TO-SFML/lib'

3. Project->Build options->Linker settings
The linker now just knows where to find .lib files, but not which ones, so add them.
Which ones? The d in sfml-MODULE-d.lib stands for debug, so you probably want those.
Audio needed? sfml-audio-d.lib

To be able to run your project you'll have to copy the dll's from the SFML folder to your project folder!

Now that everything should be setup, you can browse to the sample folder (probably PATH-TO-SFML/samples) and open one that you want to look into, copy the code into Code::Blocks compile and run.
Play around with the code, study it in depth with the documentation and learn SFML (and C++).  :D

Btw check out the tutorial and wiki section!


(okay not every answer should be that long...)

SFML projects / Galaxy
« on: August 28, 2011, 10:20:53 pm »
The number of great SFML projects are constantly going up - I like that! :D
Your game looks awsome, okay we haven't seen much but the menu looks pretty convincing.
I hope to see some more soon.

Still there are questions about the game, like is it just a shooter like many others, were you go through diffrent waves of enemies (with the enegery addition) or is there also a story-telling within it.
Like you're starting from the destroyed Earth and will end up on another planet on which human beeings can live?


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