Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Topics - N1ghtly

Pages: 1 [2]
16
Graphics / Explosions
« on: August 29, 2011, 11:39:18 pm »
Hello forum,

I'm looking for a way to display explosions (particle system?)
I know about Thor, but it's very poorly documented so I wouldn't like to start with that. Are there any other alternatives? Or perhaps someone who can give a basic example of the Thor particle system?

17
General / Game states
« on: August 25, 2011, 12:27:05 am »
I'd like to know if it's a good design to have your class Game contain a stack of gamestates(with each it's own data and update and render functions) and make the gameloop check wether the state should be changed or not. I think it could be an efficient way of preserving different stated...

18
SFML projects / X-Break
« on: August 24, 2011, 10:32:42 pm »
X-Break

Introduction:
Hello everybody, my name is Xander and I'm pretty new to these forums. Two days ago I decided it was time to start with my first serious project, after playing around with SFML for a bit over a week.
 And thus, X-Break was made! It's an old-school breakout clone, but I plan on implementing some more modern features once I get the basics working properly!

Pictures:
I have now menu at the moment, but the core of the game (collision, moving, levels etc) is working. Please keep in mind that the panel and the brick sprites are placeholders.
The ball, background and side stuff seems good imo. (I will structure the side panel more, however)
Here some screenshots:





Future Goals:
Ordered from most important to least:
[ ] Special types of bricks
[ ] Bonuses (which sometimes drop when bricks are destroyed), some ideas are "Time Warp", which freezes the ball(s) for a certain amount of time, and ofcourse the classics like shortening the panel or enlarging it)
  • A Menu

[ ] A level editor
[ ] A campaign
[ ] Procedural level generation
[ ] Multiple "areas" eg, in the desert, forest etc with each it's own special attributes which slightly alter the gameplay.

Do you have any ideas? Feel free to post them!

Why am I doing this?
Main reason: to keep myself motivated and to receive some feedback.
Another reason being that IMO too many of these threads are on this forum! :D

PS: I will post more pics and upload the binaries and possibly source soon, but it's late at night and I'm tired!

19
Window / Failed to activate the window's context.
« on: August 24, 2011, 01:26:40 pm »
I searched around already and it seems it always has got something to do with OpenGL. Well I'm not using openGL. It's the first time I try running different threads ^.^

Here's my code:

Code: [Select]
void Game::tick()
{
    ball.tick();

    //get mouse coord
    float x = Window.GetInput().GetMouseX();
    panel.tick(x);
    updateText();

    if(killedBricks == levels[currentLvl].amountOfBricks) //level over
    {
        currentLvl++;
        ball.reset();
        return;
    }

    if(prepare)
    {
        prepare = false;
        ball.pause();
        sf::Thread thread(&Game::prepare_function, &*this);
        thread.Launch();
    }
}

void Game::prepare_function()
{
    sf::Clock clock;
    int i = 0;
    sf::Font myfont;
    myfont.LoadFromFile("GOUDYSTO.TTF");
    sf::Text text("", myfont, 30);
    text.SetPosition(300, 300);
    while(i < 3)
    {
        int i = clock.GetElapsedTime();
        if(i < 1)
        text.SetString("3");
        else if (i < 2)
        text.SetString("2");
        else
        text.SetString("1");
        Window.Draw(text);
    }
    ball.start();
}


The purpose is (it's a breakout game btw) that if the ball goes out of screen (thus -1 live) we wait first 3 seconds before releasing the next ball.
I was also thinking of having a separate thread for audio and one for drawing.

help?

20
Graphics / Qt + SFML: drawing only half sprites :S
« on: June 27, 2011, 08:44:50 pm »
I've finally been able to set up Qt with SFML and I've already run into another problem :D
I have a QDockWidget which contains a TileCanvas. ( a derived class off QSFMLCanvas, from the tutorial) I draw my sprites on it, but  once I try to draw past ~100 pixels, it stops drawing. It even draws half sprites like that :/

Here's a picture:


I don't know what the problem is, help! :(

Pages: 1 [2]