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Messages - kaB00M

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16
SFML projects / Re: My current project using SFML
« on: January 30, 2013, 06:45:28 pm »
Game is really fast on my comp too.
 
Some suggestions:
    -Give a physical cue of for receiving damage. Flashing the character white of red would be nice.
    -Enable the character to shoot while standing still.

Also, once a skeleton started running down the blocks, so you should check out the collision detection.

Other than that is great. I like even the graphics!

17
General discussions / Re: A new logo for SFML
« on: January 30, 2013, 04:55:28 pm »

18
SFML projects / Re: Mega Man / Rockman Clone (Project Hikari)
« on: January 20, 2013, 04:40:52 am »
I love it!

19
Graphics / Post-effect problem
« on: January 12, 2013, 12:01:09 am »
I tried using the 'sf::Texture::update(Window&)' method for applying post-effects. Initially it works fine, but if the window is re-sized the 'top image' get distorted.

#include <iostream>
#include <SFML/Audio.hpp>
#include <SFML/Graphics.hpp>

using namespace std;

int main()
{
        // Create the main window
     sf::RenderWindow window(sf::VideoMode(500, 500), "SFML window");

     sf::Texture texture01;
     texture01.loadFromFile("sfml-big.png");
     sf::Sprite sprite01(texture01);

     sf::Texture texture02;
     sf::Sprite sprite02;
     sf::Shader shader;
     shader.loadFromFile("colorize.sfx", sf::Shader::Fragment);

     // Start the game loop
     while (window.isOpen())
     {
         // Process events
         sf::Event event;
         while (window.pollEvent(event))
         {
             // Close window : exit
             if (event.type == sf::Event::Closed)
                 window.close();
         }

         // Clear screen
         window.clear();

        window.draw(sprite01);

        texture02.create(window.getSize().x, window.getSize().y);
        texture02.update(window);
        sprite02.setTexture(texture02);
        window.draw(sprite02, &shader);


         // Update the window
         window.display();
     }

     return EXIT_SUCCESS;
}
 

20
Graphics / Re: Divide by zero in sf::RenderWindow::draw SFML 2.0
« on: January 11, 2013, 09:53:42 pm »
Try using std::deque instead of std::vector.

With std::queue pointers to the data should stay valid as long as you only add/remove elements at the beginning and/or end. So 'push_back', for example, is safe. This is not so with std::vector. Also, pointer arithmetic with std::deque is a 'no-no'.

21
Graphics / Re: Shaders: General questions
« on: January 11, 2013, 08:16:07 pm »
I  hope the OP doesn't mind, but I have some questions regarding shaders, and having all the answers in the same thread seems like something good to have. If not, my apologies and I will move this post to a new thread.

    My questions regard global post-effects using shaders:

1. Can sf::RenderWindow's applyShader function be used as a way to make post-effects. If the answer in no, the what's the purpose of it?

2. I tried using the 'sf::Texture::update(Window&)' method for applying post-effects as show here. Initially it works fine, but if the window is re-sized the 'top image' doesn't update and I get a still image with the game running under it. I believe this is because the texture size have to be the same size as the window-view size, yet I tried changing the size of the texture on run time and the problem persists. Does anyone know how can this be fixed?

 Is my only option then the 'draw everything to a sf::RenderTexture' method?

23
SFML projects / Re: Isometric Hexagonal Tile Map
« on: January 07, 2013, 11:51:27 pm »
Looks awesome for a rts!  ;)

24
General / Re: Sprite Management question
« on: January 07, 2013, 11:47:22 pm »
void Graphics::Render(sf::RenderTarget& App) const
{
    App.Draw(spriteBJtable);
    App.Draw(spriteBCard); // ???
}
 

25
SFML projects / Re: AlexxanderX Tutorials
« on: January 06, 2013, 07:10:04 pm »
In my menus a use a single instance of sf::Text instead of a vector.
I move this text around and set the string (content) before drawing in my draw loop? Is my method slow?

26
Nice! Keep them coming!  :)

27
General discussions / Re: Unofficial Nightly Builds
« on: December 02, 2012, 12:59:13 am »
Thank you works for vs 2012.  :)

Yet I have a question: only the 32x builds works, while I have a 64x. How come?

28
Network / Re: Can more than one application retrieve from same socket?
« on: November 29, 2012, 07:56:47 pm »
Thank you.  :)

29
Network / Re: Can more than one application retrieve from same socket?
« on: November 28, 2012, 09:46:13 pm »
I'm running a game app and I want to see the information the program is sending my comp.

I'm not trying to cheat. I want to use that information in order to 'extent' the original game.

30
Network / Can more than one application retrieve from same socket?
« on: November 28, 2012, 09:02:08 pm »
Can more than one application retrieve from same socket at the same time without data lost?
In the context of tcp?
In the context of udp?

Thank you.

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