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Messages - StormWingDelta

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331
SFML projects / First forray into SFML - a Tic-Tac-Toe game
« on: February 04, 2012, 03:38:29 am »
Pong, Brick Breaker, Space Shooter, Platformer.

Not necessarily in that order but it's a start.

332
General / Visual Studio 2010 errors
« on: February 04, 2012, 03:35:13 am »
I have about had it trying to get 2.0 up and running for anything at this point.
I keep getting errors no matter what I do.

Here's my current issue.
Code: [Select]

'SFML2Tester.exe': Loaded 'C:\Documents and Settings\Roland.USER-6FEF0AE329\My Documents\Visual Studio 2010\Projects\SFML2Tester\Debug\SFML2Tester.exe', Symbols loaded.
'SFML2Tester.exe': Loaded 'C:\WINDOWS\system32\ntdll.dll', Cannot find or open the PDB file
'SFML2Tester.exe': Loaded 'C:\WINDOWS\system32\kernel32.dll', Cannot find or open the PDB file
'SFML2Tester.exe': Loaded 'C:\Documents and Settings\Roland.USER-6FEF0AE329\My Documents\Visual Studio 2010\Projects\SFML2Tester\SFML2Tester\sfml-graphics-d-2.dll', Symbols loaded.
SXS: RtlCreateActivationContext() failed 0xc000000d
LDR: LdrpWalkImportDescriptor() failed to probe c:\documents and settings\roland.user-6fef0ae329\my documents\visual studio 2010\Projects\SFML2Tester\SFML2Tester\sfml-graphics-d-2.dll for its manifest, ntstatus 0xc000000d
Debugger:: An unhandled non-continuable exception was thrown during process load
The program '[260] SFML2Tester.exe: Native' has exited with code -1073741811 (0xc000000d).



Here's the Code.
Code: [Select]

// SFML2Tester.cpp : Defines the entry point for the console application.
//

#include "stdafx.h"
#include <SFML\Graphics.hpp>
#include <SFML\Window.hpp>

int main()
{
sf::RenderWindow Window(sf::VideoMode(800, 600, 32), "SFML Sample Application");

while (Window.IsOpen())
{
sf::Event Event;
while (Window.PollEvent(Event))
{
switch (Event.Type)
{
case sf::Event::Closed:
Window.Close();
break;
default:
break;
}
}

Window.Clear(sf::Color(0, 255, 255));
Window.Display();
}

return 0;
}

333
General / Annoying and persistent error With SFML 1.6 and Code Blocks
« on: February 04, 2012, 02:03:00 am »
It just won't go away and I'm running out of patience.

http://i.imgur.com/t0mPg.png

Any Ideas on what is causing this and how to make it go away?

334
General / Setting up SFML and using A* for path finding.
« on: February 03, 2012, 04:47:24 am »
Quote from: "thePyro_13"
I should say though, I made mine from scratch using the info on the page, so my code probably won't look very similar to the example code from that page.



For some reason I couldn't figure out how to make functions from the info on the page.  I have no clue why. :?: :?: :?: :shock: It could be I hate reading large amounts of text or something.


The map I'm has 250 pixel wide and tall grids and is over 3200 pixels wide and tall.

I got greedy if you were wondering and was testing the limits of the engine we are using. :)

Any ideas on how the tutorial code sends information to the vectors telling the sprite how to move?  I see some functions that say they move the sprites but I'm unsure about what is being used as the vector information.

335
General / Setting up SFML and using A* for path finding.
« on: February 03, 2012, 04:21:29 am »
Thanks,  I was looking through the AStar tutorial Codes and couldn't figure out how it told the AI sprites what direction to go in and what I should link into my vector controlling equation. :?:

I'll look through and see what changes you made so you could link into the vector controls. :)

336
General / Setting up SFML and using A* for path finding.
« on: February 03, 2012, 03:20:29 am »
It isn't as hard as I'd thought it would be to change up the AStar Header file so it could be used in the Engine my class uses. Luckily for that all I have to do is split it into both a header and source file than I'm going to pop open the Fun Editor (The engine we use) and see if it works. :)

In the meantime anyone have some more ideas on the SFML version?

For some reason me + candy = impatient. :)

337
General / Setting up SFML and using A* for path finding.
« on: February 03, 2012, 02:27:34 am »
Quote from: "thePyro_13"
I found the same tutorial around this time last year when doing an assignment, I got it to work and still have the code, I'll dig around later and post what I came up with here if you want.


Thanks. :)

What's funny is I'm also working on an external library version of this for an engine me and my classmates use so if I can get this working and understand it I'll be able to make a few changes and drag and drop it into the engine we use. :)

338
General / SFML Complete Game Tutorial
« on: February 03, 2012, 02:24:04 am »
Just wondering how to make an Array of sprites using the code for making sprites from the tutorial.  I'm setting up A* for path finding and need an array of sprites that can fill the map and not make more than I need.


Also do you happen to have a reusable Text Object making system yet?
I'm needing the same idea with the text objects.


I ran into an annoying problem when trying to use the static libs.  No matter what I did I kept getting errors any time I tried to use them and I had the SFML_STATIC in the right area. :(

339
General / Setting up SFML and using A* for path finding.
« on: February 03, 2012, 02:06:04 am »
I'm working on some path finding codes and ran across A* and I'm lost about the conversion from the tutorial that has some DirectX in it.  I need a few ideas on what to do.

Here's the tutorial and the code that came with it.

http://
http://www.policyalmanac.org/games/aStarTutorial.htm

http://
https://legacy.sfmluploads.org/file/103


I need a little help converting this so I can tinker with it a little better.

At the moment I'm using SFML 1.6 and as soon as I fix an annoying issue I'll be using SFML 2.0 .

Anyone want to help?
All I need are some ideas and code setups to get parts of this working.

340
General / Need help getting SFML to work for Code::Blocks
« on: January 29, 2012, 09:43:00 pm »
I'm trying to get 1.6 to work on code blocks but for some reason any time I try to use any of the code I get errors.

https://legacy.sfmluploads.org/file/102
What's the exact order the 5 SFML lib files should be in?

Meantime for some reason CMake can't find code blocks on my computer so I can't even try to get SFML 2.0 working for it. :(

I'm guessing it has everything to do with where I put CMake and Code blocks but I'm not sure on that note.

CMake and Code blocks are on my D drive, could this be causing my issues or is it just me?

341
General / How do I make my sprite to shoot?
« on: January 24, 2012, 04:48:55 pm »
An easier to read example is to simply keep track of the face and move angles of your sprite and use them to tell the bullets what direction to go in.

Like in a space shooter for example you simply use the face angle to show the bullets what direction to go in.

Not sure if I'm making any sense.

342
General / SFML Complete Game Tutorial
« on: January 24, 2012, 04:45:10 pm »
Just wondering when the next part is coming out since you mentioned soemthing to do with a nightmareish bug of some kind in the game loop.

Once that issue is worked out I'm planning on using the basic classes of this game for others when I figure out a few more things. :)

Aside from that it is good so far.  :D   :D

343
General discussions / sf::input for sfml2
« on: January 12, 2012, 05:15:49 am »
I'm using 1.6 because for some reason me and CMake are getting along and it isn't generating usable files for some reason.  Not sure why because everything is setup right. The only thing that is different from most people is I have my CMake on the D drive and my compiler on the C drive so that could be affecting it but I'm not sure.

344
General discussions / sf::input for sfml2
« on: January 12, 2012, 04:20:15 am »
I almost missed that one to do with input key codes because of the switch he made. :oops:  Take a look at the Game.h and Game.cpp files that are in the form of links instead of windows if the code don't work.

Not sure how to explain the input codes though, all I know is they work and what some of them do but that's about it.

345
General / SFML Complete Game Tutorial
« on: January 12, 2012, 03:55:57 am »
That's interesting and  :oops: .

I might have included it there for one reason or another because of something in one of the previous parts or there was something there that needed it at the time and I didn't move it to the other file.

It's where it should be now and not causing that loop anymore. :)

Funny how things can get forgotten with this much code and too bad the compiler isn't setup to mention these types of things rather then sending people on a wild goose chase for something that isn't the cause of the problem. :)



Thanks for the help.  The pong game on my end is up and running again.  I'm  going to go see if I can get Box2d into this to see what breaks this time. :)

The other things on that site were from other issues I was having that haven't been solved yet.  I'll start taking things off there that have been solved so people don't get confused. :)

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