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Messages - StormWingDelta

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46
SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 05:57:18 am »
If you're looking for ideas or useful things to speed things along here's a few.


LTBL2 I saw you've already found but there's SFGUI, Thor, SFNUL, and AILib: http://en.sfml-dev.org/forums/index.php?topic=16389.0 all can be rather helpful.  Now there are other things floating around but most of these should help cut down on time to make a few things you might not have made yet. :)

47
SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 01:33:02 am »
lol wasn't trying to be mean or anything, it is just we've seen people do just that.  They'll make it sound like they wanted help when they just wanted someone to make it for them.  Needless to say it has happened often enough for us to be hard on people. 


It sucks for legit people hunting for extra dev help because of that.  I know people will help though so all you need to do is grab their attention. :) :D

48
SFML projects / Re: [Looking for devs, graphist]Shmup game project
« on: February 27, 2015, 12:36:17 am »
well someone like me will only help if I could see a Game Design Doc of some kind.  Doesn't have to be long just enough to give me an idea what on earth you are up to and where you are going.


Simply asking for help coding a game doesn't normally end well on this forum without showing us you aren't just trying to get us to make it for you. :)

Also setup a github or some other source/asset control of some kind where we can help out. This way we can look through and find what needs work and what doesn't and where to go from there.

49
General / Re: Rotate Sprite and Move at Angle!
« on: February 26, 2015, 04:53:02 pm »
Yep making games takes a lot of math.  I've met people who wanted to avoid using any kind of math in games before and found it rather funny.



In any event here's a few sites to get you started:

https://www.khanacademy.org/
http://www.gamedev.net/page/resources/_/technical/math-and-physics/practical-use-of-vector-math-in-games-r2968
http://en.wikibooks.org/wiki/Guide_to_Game_Development/Theory/Mathematics/Vectors


50
SFML projects / Re: eGUI - an easy User Interface for Beginners
« on: February 24, 2015, 10:57:58 pm »
Yep don't really need prefixes or suffixes since that's what namespaces are for.  Use namespaces for those unless you have to do otherwise.

51
SFML projects / Re: eGUI - an easy User Interface for Beginners
« on: February 24, 2015, 07:29:26 pm »
SFGUI has been floating around for a while here so look into that for ideas if you are ever lost or bored.  Keep up the good work on this though since it will help out people that are wanting to make GUI fast and easy. :D

52
General / Re: How to react to a collision (wall-sliding)?
« on: February 24, 2015, 02:54:00 am »
I'd just make the really large number Data Type Max to save on headaches for calculating min. :)

53
General / Re: Game loop and processing game objects
« on: February 23, 2015, 03:17:58 pm »
and create a game, not an engine. ;)
This is the most important advice and the most hard to follow. =)
I agree on this.  The idea is to make the game first and create the game engine from the things you see that you need later. So if you make the game you'll have your engine without realizing it.  :D

54
General / Re: Linker Error when trying to use the 64 bit version of SFML
« on: February 23, 2015, 03:13:13 pm »
Quote
Didn't think I'd be getting this type of error.  I've tried to solve it on my own but got no clue what's up.
You can't use 64 bits libraries in a 32 bits project.
That's the strange thing I was using the 64bit libs in what should have been a 64bit project.  Must have missed something somewhere without knowing it.

Can find .Net's place to change between 32 and 64 bit just fine and thought I had found C++'s in Visual Studio 2013 as well but it seems not.  ???

55
General / Linker Error when trying to use the 64 bit version of SFML
« on: February 23, 2015, 03:12:57 am »
Error   1       error LNK1112: module machine type 'x64' conflicts with target machine type 'X86'       c:\Users\owner\documents\visual studio 2013\Projects\SpaceFighterRTS\SpaceFighterRTS\sfml-graphics-s.lib(Color.cpp.obj) SpaceFighterRTS

 

Didn't think I'd be getting this type of error.  I've tried to solve it on my own but got no clue what's up.  I was trying to use the 64 bit version of SFML a moment ago or at least I could have sworn it should have been the 64 bit version.  In any event has anyone run into this while trying to use it? 



for the 32 bit version I'm having another migraine.

Error   1       error LNK2038: mismatch detected for '_ITERATOR_DEBUG_LEVEL': value '0' doesn't match value '2' in SpaceFighterRTS.obj  c:\Users\owner\documents\visual studio 2013\Projects\SpaceFighterRTS\SpaceFighterRTS\sfml-system-s.lib(String.cpp.obj)  SpaceFighterRTS
Error   2       error LNK2038: mismatch detected for 'RuntimeLibrary': value 'MD_DynamicRelease' doesn't match value 'MDd_DynamicDebug' in SpaceFighterRTS.obj  c:\Users\owner\documents\visual studio 2013\Projects\SpaceFighterRTS\SpaceFighterRTS\sfml-system-s.lib(String.cpp.obj)  SpaceFighterRTS
 

This repeats over and over for the other parts of the lib and if I change to 64bit mode I get the same error as the 64 bit one but in reverse.  No idea what is going on here either. :(

56
Just wondering since I'm busy setting up the C++ version of SFML for once in a hundred years and forgot the order.  Also was wondering if we still needed to have it in a particular order like back in 1.6.


Also for those of you that link to a lib folder within your own projects is there a way to shorten the path and do something like this: ~\ExternalLibs\SFML   ???

57
hmm sounds like it might be fun to get working.

58
I forget how to do this.  I know there is a way to build a texture or image from things drawn on the screen but forget how to do it.  Say a black square acts as what will be transparent and there are many green triangles draw connected together with either Shape or Vertex.  I'm working on a unit builder/editor with this and I'm going to save the created image in a database or in memory for use later in a game I'm working on.  The database would only care about the points needed to remake the image later so the only real issue is the creation of the image itself.

The idea is a player uses the editor to make some unit or structure with some shapes that gets saved as a new image for use by that unit or structure later.  In game it would be a single texture or image but in the editor it is the many smaller textures or images used to make it.

Any ideas?

59
DotNet / Re: Sprite within Object won't move with it
« on: February 22, 2015, 04:12:44 pm »
odd normally if I want something Readonly I make the setter part of the property either protected or private and leave the getter public.  There some reason that can't be done? ???

60
DotNet / Re: Sprite within Object won't move with it
« on: February 22, 2015, 03:40:32 pm »
Odd if I wanted to make a sprite within a sprite I'd just set the sprite that should be in the same place as the other to its position directly.  Or if a follow sprite make its vector aim toward it.


Basically it would be like this for sprite within sprite> Sprite A Pos = Sprite B Pos


As for what's wrong with transform I got no clue.  Maybe the original position of the sprite isn't changing.

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