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Messages - StormWingDelta

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Network / Re: Extracting Ip adress from a file
« on: March 12, 2015, 10:47:14 pm »
Are you sure there aren't any unneeded spaces within the IP address or a new line character? Print it out in the loop and after it to see what you are really getting. :)

General / Re: iOS on windows
« on: March 11, 2015, 02:45:23 pm »
Well you can get around it with virtual machines if you are in the mood for making them mad but it's cheaper to just buy one of their laptops and call it a day.

DotNet / Re: SFML.Net 2.2 Released
« on: March 10, 2015, 12:55:16 am »
yay now I can update to 2.2 here.  :P

Graphics / Re: Moving sprites to target position.
« on: March 09, 2015, 02:31:38 pm »
If you are going for simultaneous movement you are going to need a group selection of some kind.  Are you talking multiple sprites on the same tile or spread over many tiles?  In one case moving a list of sprites from one tile you have to have all selected first.  The other case is the same idea just spread over many tiles.

Feature requests / IPv6 Support for the networking lib
« on: March 09, 2015, 12:11:35 am »
Just wondering since I didn't see anything to do with IPv6 in there.  Might be useful for later but not really needed.  I know full well we'd need to either add onto the existing IP Address class or make another for IPv6.  It'd likely be easier to just add the ipv6 format to the existing list of formats that can be used but who knows.

I know right now it isn't needed but it might a nice addition for those types that like to get cut by the edge they are at. :)

General discussions / Re: C#/C++ build comparison
« on: March 07, 2015, 08:09:30 pm »
Next challenge.  Do the comparison without a graphics lib only in the console and see what you get. :)

That aside the way you are comparing these two versions of SFML will yield invalid data.  You're comparing FPS to compare the performance of two languages and the way you are isn't going to give you anything useful.

Also since we can't see your code we can't tell if you messed up somewhere so unless you are working on something that the code has to be hidden on why not just show us already? ???

General / Re: Is this gonna be easy to make?
« on: March 07, 2015, 06:43:37 pm »
Since SFML is a graphics lib most of your time is going to be messing around in code that isn't tied into the display somehow in the case of a tile-based and turn based game.   The hard part would be the game itself not what is rendering it.  Then again it depends on the person.  Some people find displaying things hard while others find making the code that is in the background hard.

General / Re: Including header in a header - loop
« on: March 07, 2015, 06:39:46 pm »
hmm that is odd.  Shouldn't need the forward declaration but you do need include guards.  I forget though when forward declarations are needed and when they aren't though so I could be wrong.

General / Re: Help, new to SFML, compile errors in simple project
« on: March 05, 2015, 04:40:42 pm »
Sounds like either a memory management error or trying to use a list of some kind and going out of range on it but I can't see where it is. ???

Network / Does the network lib have the ability to use IPv6 addresses?
« on: March 03, 2015, 03:29:22 am »
Just wondering since I haven't seen any examples of them being used yet and figured it would be an interesting experiment.  I know full well we got IPv4 but not sure about IPv6.

Graphics / Re: Counting sprites of specific type in vector
« on: March 01, 2015, 01:41:28 am »
Well to fully use count you need to do operator overloading.  Open up a blank C++ project and make a custom class with several different sub classes.  You'll have the same issues if you don't tell C++ how to compare your classes & objects.  Since it doesn't know how to do that for you by default.  It knows how to compare datatypes like numbers already so that is why it works.

We also need to know what kind of check are you wanting to do.  Type Only, Static Stats Only, Changing Stats Only, Location, Action, etc.  Judging from what you are saying I'd say Type Comparison is what you are looking for.

Was trying to come up with an example but even I need to work on my C++ more.  In this case it can get count partly working but it still needs changes for it to work with subclasses.  Think of it as a challenge to figure it out. :)

in .h file
bool operator ==(const TypeCheckedOBJ &)const;
bool operator !=(const TypeCheckedOBJ &rightside)const
        return !(*this == rightside);


in .cpp file

bool TypeCheckedOBJ::operator ==(const TypeCheckedOBJ &rightside)const
        return (typeid(*this) == typeid(rightside));

in main
TypeCheckedOBJ test1("Test1"), test2("Test2");
TypeCheckedOne test3("Test3"), test4("Test4");
TypeCheckedTwo test5("Test5"), test6("Test6");

vector<TypeCheckedOBJ> objlist;

cout << "Count Test_1: " << count(objlist.begin(), objlist.end(), test1) << endl;
cout << "Count Test_2: " << count(objlist.begin(), objlist.end(), test3) << endl;
cout << "Count Test_3: " << count(objlist.begin(), objlist.end(), test5) << endl;
I made a base class and two sub classes off of it to test.  In this case count likely fails for the sub classes because everyone is because changed to the base class.  From here though it should be easy to find a solution.  Since this is a pure C++ issue hunt around some site that help C++ programmers.

Keep in mind this code above is what can be used with any class if you change out the class names.  Meantime I'll keep working on this for when it might be useful again.

Keep in mind though there are many other ways but since you wanted to use count I wanted to see if count was even usable.  It is just there might be more work than it is worth to get it to fully work.

Graphics / Re: Counting sprites in vector
« on: February 28, 2015, 08:58:58 pm »
It'd be easier to make a sorted version of the vector of sprites and than keep track of the numbers in a map.  Than again it depends on what you are up to for the most part.  Since this is C++ info and not SFML info it is why you are getting chewed out.




I could look up more but sites like stackoverflow are more helpful for this kind of thing.  Also there should be some info on CPPReference and a few other sites to speed things a long.

What I normally do is leave my normal vector alone and make a sorted copy of it.  Than use a map to hold at least one of each object that is different and a counter.  Sure it isn't the best solution but it has worked fine for some time.

General discussions / Re: SFML .Net for teaching purposes
« on: February 28, 2015, 08:42:59 pm »
It really depends on what you are up to. For starter classes having a specific language is a good idea but after that letting people pick what they like or want to use is a good idea.  My teacher let us pick what we wanted to use for a language and just did examples and ideas in C# for us to see and try to figure out.  I think I was one of a few that stuck with C# in there but at the end it was fun to see what people were using and we all got a lot done nonetheless. :)   Then again that was possibly the loosest game design class I've been in.

SFML projects / Re: Heartbeat - a dynamic DNS client / server for GANDI DNS
« on: February 28, 2015, 03:32:44 pm »
hmm that's odd our ISP doesn't give out a public address of that type.  Strange thing is your computer should still have its own local address and if you type ipconfig in the command line it should show you what yours is.  In any event it is nice to see more utilities like this one pop up on the forum so keep up the good work. :P

SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 03:22:48 pm »
lol I know the feeling of big projects since I got 3 that were suppose to be simple I'm working on right now.  ;D

Also a public git repo will get far more random help that you can look over.  It might not be constant help but some stray person might end up solving a problem no one has figured out. :)

Mörkö is right though, the easier it is to see what you are up to the easier it is to get help.  SFML does that the best.

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