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Audio / Problems on Windows XP with SFML2 audio
« on: September 22, 2011, 12:51:40 pm »
Quote from: "Laurent"
This error is triggered when no audio device was found, which basically means that your audio is globally broken. I guess it's not true, otherwise you would already have noticed it

Yes, I've got sound otherwise :)

Quote from: "Laurent"
Are you sure that it's the openal32.dll file from SFML which is used? For example, you could have another version in C:/Windows/System32.

What do you mean? Is there an openal32.dll somewhere that comes with SFML?

All right, Magic Man, with your versions of the .dlls, the game has sound!
Thank you! I wasn't aware of these libraries! :)

Just to report: it still crashes on exit, and it seems like playing many sounds simultaneously drop the FPS pretty much, and therefore the game lags. I have to investigate the latter more, since it might be the std::vector I'm using for storing temporary sounds... (although it does not happen on Linux)

Audio / Problems on Windows XP with SFML2 audio
« on: September 22, 2011, 11:08:05 am »

I've got some Windows XP related problems.

The same version of SFML2 was compiled and installed on Windows XP and on Linux with no problems.

I have compiled my game on Windows, and added the neccessary .dlls: libsndfile-1.dll and openal32.dll, along with the sfml dlls.

A) First of all, it did not load any of my .ogg files (so I have later converted them to .wav). The output of the console was:

Here's a 'corrupt' sound file:


This only happens on Windows, on Linux it's just fine.
Note that this particular problem was on VirtulaBox!

B) Still on VirtulaBox, sounds are converted to .wav, works both on Windows and on Linux, but on Windows, exiting the program throws this:

C) On a real (non-VirtualBox) Windows XP, starts up fine, but there's no sound. Console output: "Failed to open the audio device". It does not crash on exit as in B).

The most important part for me is part C) the audio not playing on Windows.
Can you help me?

Thanks in advance,

SFML projects / Pacaman [Demo]
« on: September 21, 2011, 03:54:32 pm »
***** Pacaman has a website now: pacaman.blogspot.com *****

General / How to link SFML2 statically on Linux
« on: September 19, 2011, 11:50:48 am »
So you have to link to the external dependencies of SFML in the final executable that uses SFML.

That sounds really bad...!

But... don't use static libraries on Linux, it doesn't make sense.

Ok then I guess it's enough to copy to shared libraries to the root folder of the game, and to compile to use those ones...

General / How to link SFML2 statically on Linux
« on: September 19, 2011, 11:29:55 am »
The title sums it up. I've tried to link SFML2 statically, but there are errors.

I've compiled the static libraries, they're at "/usr/local/lib/", the includes are at "/usr/local/include/SFML", the project settings are configured to use "/usr/local/lib/libsfml-audio-s.a; /usr/local/lib/libsfml-graphics-s.a; /usr/local/lib/libsfml-window-s.a; /usr/local/lib/libsfml-system-s.a", and I've even added "SFML-STATIC" flag to #defines.

I'm using Code::Blocks, on Linux Mint Debian.

Build log: https://legacy.sfmluploads.org/code/104

Bild messages: https://legacy.sfmluploads.org/code/105

What am I missing?

SFML projects / Pacaman [Demo]
« on: September 19, 2011, 10:26:41 am »

Yesterday I've finished a very important part of the game, I've finished adding more items! :D

Here's the list of items in the game:
The star is the most common item and is worth 10 points.
- The apple is 20 points.
- The pear is 30 points.
- The grape is 50 points.
- The melon is the best fruit and scores 100 points.
- Picking up the ring makes pacaman faster and able to eat ghosts.
- The heart gives +1 life.
- The clock adds 30 seconds more to finish the level.
- Use the teleport to escape from ghosts.
- You need to collect all the keys to open the lift door.
- You can go to the next level by stepping onto the open door.[/list]

Originally, I wanted the items to inherit from CEntity class, as it'd be logical, at least, to me. Logical in terms of the entity is an object that you can do something with it. However, I've realised there're a lot of items in the game! Almost exactly as many floor tiles there are. So that's why I've decided to use this solution about items: they're an other layer on the level, similarly to the layer of walls and floors. Pacaman is probably not the best example of item and entity handling, as the only entities are players and ghosts, and all the items are a more static part of the level itself...

Now that I've reached this little milestone (items done), I can finally improve game balance, AI, and seek for songs and sounds! :)


SFML projects / [RELEASED] SFMLUploads.Org
« on: September 12, 2011, 06:08:27 pm »
I've got it! Separate this feature from screenshots! There could be an 'Upload avatars' button, which would have width/height and size restriction. And the avatars wouldn't have a watermark on them.

SFML projects / [RELEASED] SFMLUploads.Org
« on: September 12, 2011, 05:17:35 pm »
Quote from: "Haikarainen"
Btw I feel dirty about your avatar, really nice to see that you use sfmluploads for this, but I think I will put "Let people upload avatars without watermarks" on my todolist :P Like if the picture is less than 200x200 it wont get the "sfmluploads.org" at the bottom right.

Don't worry about it, I've resized my avatar to look good with the "sfmluploads.org" watermark. :P

SFML projects / [RELEASED] SFMLUploads.Org
« on: September 12, 2011, 04:20:21 pm »
Cool! :D ...And when are the new features coming? :P

SFML projects / My 1st project xD
« on: September 12, 2011, 03:46:30 pm »
You could upload the .zip to SFMLUploads!

SFML projects / Galaxy
« on: September 12, 2011, 03:41:41 pm »
Thanks! This is going to be useful! :)

SFML projects / Pacaman [Demo]
« on: September 11, 2011, 08:37:40 pm »
When the game starts, there will be a little demo scene where the basic game elements will be shown. The game title and the menu will be on top of this. I always loved this from the good old Doom era. :D

Okay, but of course the user cannot control pacaman when setting the options or selecting a game type to play, so obviously I needed some basic AI to take control of the main character.

There were already a chasing mechanism for the ghosts, but ghosts should also be able to escape from players, when they use the ring. Escaping is one of the main characteristic of a pacman movement, so to cut it short: I've melted the two AIs into one.

I've captured a video of the welcome-screen, where you'll see there's plenty of room to improve the AI, because currently it isn't a genious... There are evident possibilities he misses, and also makes dumb choises sometimes, but it's funny anyway! :P

Youtube video:

SFML projects / Galaxy
« on: September 11, 2011, 08:20:41 pm »
In the demo there's nothing more. In the next version (beta), all campaign levels will be there and a pannel to upgrade your ship with minerals.

Very cool! And when is the beat coming? :P

Code: [Select]
In fact there are, but sometimes if you give an order or something when the message should be shown, it disappear. That's fixed and I've added some buttons to see previous/next messages. I'll probably show a list of objectives too.

Then I think I've seen this, it should appear on the lower panel, right? This is what I was expecting, btw, to get instructions on the lower panel, but actually the text is not shown. The panel is, when the game starts, but it's empty.

Code: [Select]
An very simple homemade one. I've a class Element and every GUI item inherits from that. Windows simply have a list of Elements and send events to those Elements. Tell me if you want more informations about that.

Nice! I thought you use some external libraries for that. How do you catch when the user writes text to a textbox?

SFML projects / Galaxy
« on: September 11, 2011, 11:50:44 am »

I haven't had as much time to test this as I wanted, but here are some thoughts:

    - First of all: the gameplay is very nice and polished!
    - The movement is nice and smooth
    - The particles and the ship trails are very cool!
    - I like that the companion ships follows orders
    - The cursor should change in my opinion when pointing on an enemy
    - Once I've targeted a ship, I cannot remove it! (I've attacked the home base accidentally) I think it would be nice to be able to cancel this when clicking on an empty area
    - What's the goal in Campain mode? Collecting minerals for one, okay, destroying the enemy ships for two, okay, but when done, what should I do?
    - The screen once remained green for me when died in minimap mode
    - In skirmish mode I've got a fleet and the enemy is just one tiny ship?
    - Asteroid boundaries are not visible or obvious enough!
    - Asteroids should rather push the ship back and the ship should then lose some power, in my opinion.
    - No instructions, the player has to figure out how things work.
    - The game menu, the options and key bindings are very nice! What do you use for GUI?
    - I like the loading splash screen, too

I know it's a demo, but I already really like it, and encourage you to keep it up! :D


General / SFML Complete Game Tutorial
« on: September 10, 2011, 11:36:25 pm »
I believe it's not written yet.

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