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Messages - StormWingDelta

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61
SFML projects / Re: Zombieland
« on: February 22, 2015, 05:47:06 am »
I wonder how low my FPS would go if all the zombies had grenades to throw and guns to shoot? ???


It would be kinda funny due to all the higher number of objects. 30,000 mobs each with primary fire of an assault rifle and secondary fire of a grenade toss.  Oh man.


If you ever get around to it maybe add a GUI menu for the console commands we have to put in to change the settings currently.  Also could add controls over say the number of bombs spawned and other non-enemy objects as well.  Might be fun to have a large number of bombs ready to go off and watch the chain-reaction of doom go all over the map. :P

62
SFML projects / Re: Zombieland
« on: February 21, 2015, 11:42:37 pm »
lol found a good way to survive the hard mode and that's to beeline for a corner or pray RNG places the perfect chain of bombs. :)

63
SFML projects / Re: Zombieland
« on: February 21, 2015, 09:01:19 pm »
hmm only 2000 objects?  Looks like fun though. :) The real challenge would be doing this for 10,000 objects or more.  8)

Also good luck on the job. :D

64
General / Re: SFML Xcode create .exe?
« on: February 19, 2015, 07:15:32 pm »
The cheapest solution is using a virtual machine(s) to do things like this. :)  The main problem is the dang things tend to eat through RAM when in use so the more you have the better.


https://www.virtualbox.org/
http://www.vmware.com/
http://www.digitaltrends.com/computing/best-virtual-machine-apps-for-mac-linux-and-windows-pcs/

and the search:
https://www.google.com/webhp?sourceid=chrome-instant&ion=1&espv=2&ie=UTF-8#q=Free+Virtual+Machine+software

Figured these might be useful if you want to go the virtual machine route. :)  It isn't all that is out there but a nice sample of what is.  Both my CIT classes and Networking ones use virtual machines when needed so finding the stuff is easy enough. 

65
SFML game jam / Re: 4th SFML Game Jam
« on: February 18, 2015, 03:25:58 pm »
lol I don't have the programming speed or recording programs to join. XD  That said it mostly has to do with programming speed.  Will try to take part next time though and maybe this time if I don't get networking homework hell dropped on me. :(

66
SFML projects / Re: SFGUI (0.2.3 released)
« on: February 18, 2015, 01:09:28 am »
lol guess it would have helped if I had looked in the comments section.   :-[

67
SFML projects / Re: SFGUI (0.2.3 released)
« on: February 18, 2015, 01:04:47 am »
This project still being updated?  Was hunting around for this and other GUIs to use with SFML and thought it might be useful for what I'm up to. :)

68
General / Re: Trying to adapt the TileMap example to a class
« on: February 17, 2015, 03:31:49 am »
lol I can't believe all 3 of us didn't see that. ??? I was thinking it was an issue with the loop not wanting to move by calculations.  Well it was but not because of them.  If we'd looked a little harder we'd have all seen it.

69
SFML projects / Re: NNBrain SFML Demo
« on: February 17, 2015, 12:44:05 am »
Finally found this again.  Now to test it.  I know that it would be rather interesting to use in a card game that's for sure.  The idea would be to hook up the AI to the same controls the player would use and just sit back and watch the carnage as the players go from whining about it being too stupid to whining about it being too smart.  8)


Meantime I've got several more ideas floating around.  I might try and port this over to some of my other favorite languages and also I got a RTS it might fit perfectly in for the side AI.  Watching the things it might do in that would be fun. :) 


Also this project still being worked on?  ???

70
General / Re: Trying to adapt the TileMap example to a class
« on: February 16, 2015, 06:34:06 pm »
I see it too.  You're not shifting your X position over along with the Y Position.  You're doing it just fine for going up and down but need to implement the X shift as well. :)

71
General / Re: Trying to build with VS2015
« on: February 14, 2015, 11:07:26 pm »
Most of the Visual Studios should be the same on how you set things up to build SFML and other things unless something drastic has changed.

Try compiling for a lesser version of VS first than go for the better one. :)

72
Network / Re: How to transfer data from a non-SFML client to a SFML Server
« on: February 14, 2015, 09:11:49 pm »
Yep documentation is usually more up to date than a printed book so the thing that most likely happened was you either ran into an error in the book's code or it was out of date due to having been replaced with a better or different setup.  I hate those types of errors too so checking the doc every now and than when something looks like it should work but doesn't does help. :)

73
SFML projects / Re: Let There Be Light 2
« on: February 10, 2015, 10:54:34 pm »
Might use this in my maze game when the first small release of code we can break turns up. :)   Good work as usual too. :D

74
SFML projects / Re: SFNUL
« on: February 08, 2015, 06:11:33 pm »
Are you planning on implementing UDP assuming you haven't already. I know there aren't many changes between TCP and UDP but just wondering on that note.
What do you mean with "implementing UDP"? UDP sockets are already implemented and usable.

oops, guess it would help if I wouldn't glaze over things when looking for them. :(

75
SFML projects / Re: My AI Collection Using SFML for Visualization
« on: February 08, 2015, 06:06:23 pm »
There's normally a lot of interest in making AI's but most are looking for how to make them rather than for someone like you who has saved them the trouble of doing so.




Yes I know I'm necroing. :(

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