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Messages - Perde

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16
SFML projects / Re: Open Hexagon - challenging fast paced game
« on: November 17, 2012, 07:12:33 pm »
Oh, I didn't even realize there were other leves, dang. Should've read the complete post.  ;D

17
SFML projects / Re: Open Hexagon - challenging fast paced game
« on: November 17, 2012, 06:47:29 pm »
47 sec!
Simple, yet awesome. Great game.
[edit]
68 sec! This is addicting. Will certainly stay on my hd.
[edit]
80 sec! Just wait, I'll beat those 2 minutes.  ;D
[edit]
I should probably stop now.

[attachment deleted by admin]

18
Graphics / Re: Graphical artifacts in Windows 8 (with Radeon HD)
« on: November 17, 2012, 06:41:31 pm »
http://en.sfml-dev.org/forums/index.php?topic=9561.0

Much appreciated, thanks. Updated to 12.11 Beta and everything works as intended.

19
Graphics / Re: Graphical artifacts in Windows 8 (with Radeon HD)
« on: November 17, 2012, 05:40:03 pm »
Oh thank god, I'm not the only one. I posted a video in another thread that showed the same problem (it doesn't add anything useful, so there's no real need to link it).

Happens on Windows 7 x64 as well, with a Mobility Radeon HD5650 (Catalyst 12.10 as well).

20
General / Re: Storing a list of resolutions as an array?
« on: November 16, 2012, 12:04:50 am »
Just in case you wonder, this would be a proper way:
std::vector<sf::VideoMode>::iterator it = relist.begin();
while(it != relist.end())
{
    if(!it->isValid())
        it = relist.erase(it);
    else
        ++it;
}

Since erase removes the current element, the iterator points at the next one. That's why you only have to increase it when nothing gets removed, or else you'd skip elements.

21
SFML projects / Re: Fractal - Mandelbrot Set
« on: November 14, 2012, 08:21:52 pm »
Well, I guess it's safe to say that there's something wrong with my computer. I wonder, since I just recently freshly installed the OS, what the hell it could be.

22
SFML projects / Re: Fractal - Mandelbrot Set
« on: November 14, 2012, 01:42:40 am »
Yes, it's the .exe you provided with everything extracted as is from the archive.
Drivers are up to date for my Mobility Radeon HD 5650.

Odd indeed.

[edit]
To be a bit more specific about that "flash" at the end. I didn't see any of those during runtime, but the raw video showed one of them after each zoom (recorded with Fraps, IIRC with 60fps). I suppose it's Youtubes fault, that you only see it once.

23
SFML projects / Re: Fractal - Mandelbrot Set
« on: November 14, 2012, 12:31:05 am »
Oh how I love those!
Sadly, it doesn't quite work, at least not for me.

I figured a video would be the easiest way to show what happens:
http://www.youtube.com/watch?v=5K9xY4V14fs

I was only using my mouse in the video, but pressing return has the same effect as when I'm trying to zoom. Up and Down do nothing else (visible) than change the value in the top left corner.
Also the OS is Windows 7 x64 if that's of any use.

24
SFML projects / Re: My new game released!! HUNGRY SNAKE 1.0
« on: November 13, 2012, 05:49:48 pm »
This may be of interest to you:

From tutorial:
Quote
A mistake that people often do is to forget the event loop, because they don't care yet about handling events (they use real-time inputs instead). But without an event loop, the window won't be responsive; indeed, the event loop has two roles: in addition to provide events to the user, it gives the window a chance to process its internal events too, which is required so that it can react to move or resize user actions.

Sometimes I wonder why I waste so much time writing tutorials. It blocks the release of SFML 2.0 and people never read them anyway.
Source: http://en.sfml-dev.org/forums/index.php?topic=9701

Also you should really consider eXpl0it3rs last line. Have you ever tried to close your game by ALT+F4 or clicking on the close button on the top right of your window?

25
SFML projects / Re: My new game released!! HUNGRY SNAKE 1.0
« on: November 13, 2012, 01:03:20 pm »
In addition to what kaB00M wrote:
After some seconds of gameplay this happens (attachment). However, the game still remains playable.
Also the menu is very unresponsive on first start-up. Reminds me of an old issue I had with the 2.0 RC.

(I did not install the game however, I extracted the files from the disk1.cab. I don't see a reason for a setup, at least not for such a tiny game.)

[attachment deleted by admin]

26
Graphics / Re: Having issues loading an image [SFML-2.0]
« on: October 19, 2012, 01:52:39 am »
Failed to load image "Block.png". Reason : Corrupt PNG

Opening it in Gimp and simply hitting Ctrl+S fixed the problem for me.

27
Graphics / Re: SFML2 blinking screen
« on: August 27, 2012, 04:42:36 pm »
Let me refer to my signature for anything I say, but why would you add a sleep anyway when you already limit the framerate?

28
Graphics / Re: SFML2 blinking screen
« on: August 27, 2012, 04:10:37 pm »
You're sleeping between clear and display. So you clear the contents of your screen, then wait for 10 ms and then display again (followed by the next clear without any waiting period). That would be my honest guess.

Also you should really rethink your code, I don't even understand why you would use a for-loop for rendering.

29
General / Re: Slow execution on first start.
« on: August 25, 2012, 06:13:40 pm »
I hope a one-time double-post is okay to bump the thread.

http://en.sfml-dev.org/forums/index.php?topic=8970.msg60382;boardseen#new
This thread just helped me narrow it down to the event-handling.
If I remove the event-loop (and reboot the system) the probelm doesn't occur anymore.
(I wonder why I never thought of that before)

Quite interesting to see, but I'm still as helpless as I was before.

[edit]
Now that I know it's linked to events I can tell you that the probelm is present either in bigger apps that make heavier use of events and also testing apps that only contain event-loops like this:
sf::Event event;
while (window.pollEvent(event)){
    if (event.type == sf::Event::Closed)
        window.close();
}

30
General / Re: Slow execution on first start.
« on: August 25, 2012, 06:03:09 pm »
Nope, I have never used SDL and alike, and I've only written console-apps before hearing about SFML. I also have never experienced that problem or anything similar with any other game or application.

It just reminded myself that I've always been using static linking, in case that might be a part of the problem.

@TheVirtualDragon
I will test that right away.

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