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Messages - Azurus

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1
Graphics / Overlaying Images
« on: October 10, 2011, 03:15:25 am »
Nevermind, I figured out that all I had to do was image2.SetSmooth(false); which apparently stops the image from blurring itself in an attempt to look smoother.

2
Graphics / Overlaying Images
« on: October 09, 2011, 08:46:47 pm »
The problem is not as evident in the screenshot, but take a close look at the outline of the text and the right part of the bottom line. You'll probably need to use the zoom button to see it clearly.
http://imageshack.us/photo/my-images/718/failcug.png/

My code is pretty much this:
Code: [Select]
//Load images from file
sf::Image image, image2;
image.LoadFromFile("images/MainMenu.png");
image2.LoadFromFile("images/Background.png");

sf::Sprite sprite(image);
sf::Sprite sprite2(image2);

//Render
window.Clear();
window.Draw(sprite2);
window.Draw(sprite);

window.Display();

MainMenu.png is the black lines and Start Game/Exit Game text you see in the window. The background is the light blue/orangish thing behind it.

3
Graphics / Overlaying Images
« on: October 09, 2011, 07:40:41 am »
I have a single background image and then images that would go in front of the background. The problem is, that when I display the background and the other image, the images seem to be a little messed up. Some lines aren't straight as they should be and it looks like the second image was first cut out using paint.net's magic wand. (Using SFML 1.6 here)

Is there any way to fix this? I'm using two images and sprites each and drawing one right after the other and then displaying the window.

4
General / SFML Complete Game Tutorial
« on: September 29, 2011, 06:00:45 am »
You should probably explain what the 'virtual' keyword is, how it works, etc. in part 6 too.

5
Window / Splash Screens?
« on: September 19, 2011, 04:20:04 am »
Thanks. It worked perfectly.

6
Window / Splash Screens?
« on: September 19, 2011, 12:27:23 am »
I want to hide the Minimize/Maximize/Close buttons as well as disable doing the same thing from the task bar temporarily for a splash screen. Is this possible? If so, how?

Currently, the part of my SplashScreen class is this:
Code: [Select]

void SplashScreen::Show(sf::RenderWindow& window)
{

sf::Image splash;
if(splash.LoadFromFile("images/PongSplash.png") != true) //Check if it's valid, if not, skip over the splash screen completely.
return;

window.Close();
window.Create(sf::VideoMode(splash.GetWidth(), splash.GetHeight()), "Pong!");

sf::Sprite sprite(splash);

window.Draw(sprite);
window.Display();
//Code to loop and close screen here
}

7
General / SFML Complete Game Tutorial
« on: September 11, 2011, 08:43:31 pm »
I have a little problem. In part 1, you mention a "sfml_main-d.dll" that you're supposed to copy to the debug folder. However, this dll doesn't exist. For me, anyway.

Also, in Part 2, in game.cpp, you call sf::color twice on line 38, why would that be? Also, a little matter of consistency, in line 6 you just have Uninitialized, but in line 52 you have Game::Uninitialized.

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