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Messages - ChronicRat

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256
Audio / Re: Bad sound playing
« on: April 07, 2014, 10:12:06 pm »
you should provide a minimal and complete example

I tested it in SFML Sound example with the same result.
I think all of us here have this minimal and complete example.  ;)

257
Audio / Re: Bad sound playing
« on: April 07, 2014, 09:35:40 pm »
Yeah, but i hoped that converting process will clamp samples.

22Mhz
Are you going to kill someone? =)

258
Audio / Re: Bad sound playing
« on: April 07, 2014, 09:30:50 pm »
I tried with converted to wav 22KHz mono - same result. Or this is not enough? Last versions of OpenAL and libsndfile not given effect too.

259
Audio / Bad sound playing
« on: April 07, 2014, 09:19:07 pm »
I have a sound with sand rustling, but in SFML it sounds like (clap?) Sorry, i don't know how to call this sound. I thought it's my fault, then I tested it in SFML Sound example with the same result. Or may be it is OpenAL's fault?

260
SFML projects / Re: GIPE Framework
« on: April 07, 2014, 08:31:27 am »
For such a big lizard, isn't the trace a bit thin?
It's a game, not simulator. =)
And your buttons remind me of the Windows 3.11 UI
Yes, exactly, i did not notice. =)
The dust looks good, you could randomize the pattern. And maybe not emit dust behind the tail when walking, but in the places where he touches the ground (also the legs).
I'll think about it. That was just first dust.

261
SFML projects / Re: GIPE Framework
« on: April 06, 2014, 08:03:10 pm »
Added some dust. =)

262
SFML projects / Re: GIPE Framework
« on: April 06, 2014, 02:50:13 pm »
Any ideas how to play it without this frequency splash?

263
SFML projects / Re: GIPE Framework
« on: April 06, 2014, 02:07:16 pm »
By the way, do you hear that ugly "move" sound? It is originally very nice, i attached it. But in game it sounds strange...  :-\

264
SFML projects / Re: GIPE Framework
« on: April 06, 2014, 02:03:24 pm »
Beta preview:

265
SFML projects / Re: GIPE Framework
« on: April 05, 2014, 08:09:26 pm »
Well, first game is almost done, here you can download beta demo version https://www.dropbox.com/s/zkugjrzpkrongmo/croger_demo.zip
This game is remake of old russian game ROO http://infoshkola.info/programming/roo/  That was educational game for young programmers. =) My game is the same, but i created crocodile.
Well, i need feedback from you, guys and girls. There are two languages now: russian and english in my translation (so it is NOT very good translation).
And, as russian, i can't understand how good or bad is game's name - Croger?
I will create tutotorial and video later, i promise. =)

Known problem: x86 build does not work with modern drivers on nVidia 250GTS. Installing older drivers solves the problem.

266
SFML projects / Re: 3DEE
« on: April 02, 2014, 07:03:53 am »
Cool, i'll take a look when my current game will be done.

267
Graphics / Re: sf::Texture vs 32bit exe vs 64bit exe
« on: March 30, 2014, 07:04:29 am »
Downgrading nVidia drivers from 335 to 275 solved the problem.

268
Graphics / Re: sf::Texture vs 32bit exe vs 64bit exe
« on: March 29, 2014, 07:58:14 pm »
You can expect all kind of weird things from OpenGL drivers. Don't waste too much time trying to understand these things ;)
I think two days will be enough to understand that this is waste of time. =)

Use thor::BigTexture :P
I have own GIPE Texture (it is similar, but not at all), so if i will not find the solution - that's ok.  ;)

269
Graphics / sf::Texture vs 32bit exe vs 64bit exe
« on: March 29, 2014, 04:35:34 pm »
Why texture 2048x1024 is perfectly works with 64bit executable and failed to create due size limitation with 32bit executable? I thought that it depends on video card.
VC - nVidia 250 GTS 512Mb
x64 mode sf::Texture::getMaximumSize() returns 8196
32 bits mode sf::Texture::getMaximumSize() returns 1024  :-\

270
Graphics / Re: sf::RenderTexture bug when destroyed in fullscreen
« on: March 24, 2014, 10:09:38 am »
So, guys, there is solution of the problem? I'm tried to deactivate RenderWindow and RenderTexture before it destroyed - still i have flickering on full screen. Or may be i can avoid the problem? I'm recreating texture when GUI window resized... May be it's better to create max sized RenderTexture and then just copy part of it to sprite... Yeah! Thank you for reading this!!! =)

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