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Graphics / VSync does not work properly!
« on: September 07, 2011, 11:19:07 pm »

When V-Sync is enabled, the counter is at around 60 FPS +-2, and every now-and-then I see it jumps to a high value (probably 1000).

Though I admit this bug has no effext on my game, since I use framerate independant movement.

Graphics / Text rendering problem
« on: September 07, 2011, 11:16:09 pm »

The same issue here:

Is there a solution or a workaround for this?

SFML projects / Pacaman [Demo]
« on: September 07, 2011, 07:22:28 pm »
Thanks Kian! I hope it'll be fun! Making it is certaily being fun! :D

SFML projects / Pacaman [Demo]
« on: September 06, 2011, 11:34:39 pm »
I've updated the screenshots!

As you can see, I've added a timer to the game, which is interesting only because I had to use different layouts for the upper bar:
- In two player mode, the clock is always in the middle, while the player variables are centered ont their own half view,
- In one player mode however, the whole upper bar is centered (and in different order).

A timer would make no sense without a Game Over screen so this one is also added. Also when all the players die, the game is over then.

Other stuff: Pausing the game is now possible (P), and also taking screenshots (F12).

SFML projects / Galaxy
« on: September 06, 2011, 11:09:26 pm »
Quote from: "Lo-X"
Okay, I use SFML 2.0 and i've already compile it since I started the developping of my game on Linux.

But I use an old revision of SFML2 (juste before the split of sf::Image into sf::Texture) so you'll not have the last revision.

Cool! Then I guess it will work if you just compile your game with that version of SFML2 and provide the older shared libs with the binaries. The only problem could be the path, as I see it. That is, where should the app look for the SFML libraries?

If you put the SFML libs into the root of your game, cou can make a script like this start.sh script:

Code: [Select]

cd `dirname $0`

Or, do what Kalith said to me and use the compilation flag "-rpath ./" which has the same effect as the script above.

SFML projects / Galaxy
« on: September 06, 2011, 07:42:59 pm »
I can make a Linux version but I never tried to do a .deb paquet, I'll try.

I don't think you need to make a .deb, it's completely enough to compile your game on linux, and to attach the shared libraries with your binaries. If you're using SFML 1.6, it's going to be easy, but for 2.0 you'd have to compile SFML by yourself... :)

SFML projects / Galaxy
« on: September 05, 2011, 08:34:25 pm »
So you're almost ready with this game? :shock:

According to the video it's very polished and looks fun! :)
I'd like to try it out but there's no Linux version.

Will you make a longer gameplay video?

Those particles... are not sprites, I presume.

SFML projects / Asteroids!
« on: September 05, 2011, 08:25:05 pm »
I've just seen the video, nice work, Kian! Also the blog is cool idea! :)

I guess you do this OpenGL 3D framework project because of the challenge, otherwise I'd recommend you a much more effective tool to create your dream game (with less time and effort).

SFML projects / Pacaman [Demo]
« on: September 05, 2011, 08:15:47 pm »
Thank you eXpl0it3r! :)

And thanks for the link too! This will come handy. It looks more complicated than I first thought. I'm on Linux, by the way.

Graphics / Graphical glicth: horizontal lines in SFML2
« on: September 05, 2011, 04:26:55 pm »
Here comes my solution:

Code: [Select]
/* Hack to get rid of the annoying horizontal and vertical
   lines that are caused by floating point rendering */

sf::Vector2f correction = sf::Vector2f((int(view.GetSize().x) % 2 == 0 ? 0 : 1) * 0.5f,
                                       (int(view.GetSize().y) % 2 == 0 ? 0 : 1) * 0.5f);

view.SetCenter(floor(position.x) + correction.x, floor(position.y) + correction.y);

This works, and the choppiness of the movement is barely noticable.

Well I explained above why I cant use the integertrick, also it works kinda fine . Resource for textures loads in the tilesheet, every tile from that sheet caches their tile as a texture. No big graphics were talking here.

Oh then I've misunderstood you. I thought you're talking about using a tileset texture. But honestly I still don't get it what you're doing :D

Graphics / Graphical glicth: horizontal lines in SFML2
« on: September 05, 2011, 03:58:36 pm »
Quote from: "Laurent"
That should work, but be careful with odd sizes, since the view's position is its center, maybe you need a +0.5 sometimes.

Thanks for the hint!

Quote from: "Haikarainen"
Ohwell, conclusion; If you are in the same position I am in, do what I just did;
Cache your tiles with as an sf::Texture that is WHOLE of your tile(part of your tileset), and just draw that instead. Took the opportunity to fit this into my Tile::GenerateCache() (for collisionmap etc), it eats a little bit more memory but for these kind of projects it should be all right!

I've got all my tile textures on one tileset texture already, and all the sprites has this large texture applied, and I call .SetSubRect on them. So just packing all the small textures into a big one does not help; you'll need to do the convert-to-integer trick above.

Graphics / Weird visual glitches after latest SFML2-port
« on: September 05, 2011, 03:11:27 pm »

He has answered it here!

Graphics / Graphical glicth: horizontal lines in SFML2
« on: September 05, 2011, 03:09:46 pm »
Thanks Laurent!

So the solution is:
- To have a vector for smooth movement: "sf::Vector2f cameraPosition;"
- And to convert floats to integers when repositioning the view: "view.setCenter(sf::Vector2i(cameraPosition));"

That will work! :)

SFML projects / Pacaman [Demo]
« on: September 05, 2011, 02:55:17 pm »
Thanks guys! :D

I want to finish the game in a month (max. 2) and shoot up a little Blogspot website for it, maybe with a github repo. Though I have no experience with the latter (I might need some help on that).

Graphics / Weird visual glitches after latest SFML2-port
« on: September 05, 2011, 02:49:40 pm »
Hey, nice project Haikarainen! :)

About your problem, it looks like I have a very similar glitch: See the very unanswered topic 'o mine here. :?

The difference is, you don't have tiles all over the map, while I have everything covered with them, so it's more visible in my project.

And when the horizontal or vertical lines come up, it's just plain ugly!

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