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Messages - Jebbs

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46
Window / Re: Joystick Identification
« on: June 30, 2014, 02:08:39 am »
Maybe a bit offtopic, but I recently wondered if newer g++ versions can cope with arbitrary library orders? Because I have always made the experience that dependent libraries (sfml-window) have to be listed prior to their dependencies (sfml-system).

I'm pretty sure that is still the case. I use 4.8, and order still matters. I doubt that would have changed.

47
SFML projects / Re: Marvin - A Desktop Platformer
« on: June 29, 2014, 05:34:44 am »
I get the following application error when attempting run the .exe:
"The application was unable to start correctly (0xc000007b). Click OK to close the application."

Are there any prerequisites?

It ran just fine for me, but that doesn't mean there aren't any that tylersandman is aware of.

I ran the 32 bit version.

48
D / Re: Bizzare issue playing audio files
« on: June 27, 2014, 07:39:26 am »
Sorry for taking forever to get back to you!

I finally was able to make a lot of progress towards fixing this. As I get ready to push out DSFML 2.1 I am rewrapping some of the audio parts from SFML instead of trying to recreate them in D code, which is how things have been. Tonight I was able to successfully get SoundStream set up and it played a song with out error all the way through.

Getting this working was probably the hardest thing to get working because it has abstract methods (Interfacing D and C++ code like this is always fun ;) ), but now that I know everything is running fine I should have the rest of the audio module ready in the next couple of days. Once it is done I'll build and upload new shared/import libraries and after you grab the latest D sources you should be good to go.

49
General discussions / Re: a rummy game
« on: June 27, 2014, 01:53:05 am »
Are you asking how much it would cost for someone to make you a rummy game in SFML?   ???

50
General discussions / Google Summer of Code?
« on: June 20, 2014, 06:49:39 am »
Other than this, I have found no mention of SFML being a part of Google's summer of code. Has there been any plans to make this happen in the future? I think it would be pretty cool.

51
SFML game jam / Re: Game Submissions now open
« on: June 15, 2014, 10:42:22 pm »
Sorry guys, I am trying to get ready for my finals so I have very little time lately. This term is over for me on Thursday, but until then I won't really be around. I'll try to be a part os some discussion today if I can though.

I think having a dedicated SDK for the jam is overkill. The rules aren't really that restricting in terms of what you can use, and they're that way to allow people to just go in and make games. It isn't a competition, so I don't know what the big deals is. If people want to use Thor, they can. If they want to use their own stuff built off of SFML, they can. The important part is that SFML is at the core of the game, and you're engaging in a fun weekend activity with your fellow SFML users.   

I also don't see why it's a problem to make at least one playable binary for one of the OS's. It isn't required to make one for each, but I'm assuming you are building it to test, so I'm not really sure what the problem with making a single, stand alone, playable binary with all the shared libs/assets needed to play it packed in on the OS you are working on.  You should have plenty of time to do so, especially with the additional hour you get before the jam starts along with the time given after the 72 hours for people to submit.

I addition, I have a much better strategy for voting for the next jam's theme so we won't have the problem we encountered this time.


:P, i didn't catch it, is there a twitter, where you post, "Next game jam on 12 june..."?
Or any announcement page where it will constantly stay up?

Right now we've been doing a every 4 months, but on the following Friday thing. The jam always takes place over the weekend. Using that, the next one will take place October 3rd. There was mention of changing how often the jam takes place, but I personally like how things are. If someone wants to start a thread discussing that then we can discuss what works best for the most amount of people.

There's an official one @sfmlgamejam. No idea who has access to it though and there's been only one tweet. :P

I have access to it. I started it as a means to provide updates, and it was on the original site before zsbzsb took that part over. I plan to start using, but up until now it's something that just hasn't been utilized.

52
SFML game jam / Re: Game Submissions now open
« on: June 07, 2014, 07:23:40 am »
Hey guys,

Sorry for being late to this as well. The discussion in this thread seems to have toned down, but I will say that if anyone wants to discuss how the jam works, that is fine and I am all for it, but let's do so in different threads where we can focus on one subject at a time. And let's also do it in an amiable manner please.

53
SFML game jam / Re: Game Submissions now open
« on: June 05, 2014, 08:28:27 pm »
Hey all!

Thank you for the feed back. I want to do everything I can to make it a better experience for everyone involved, and hopefully that can be accomplished before the next jam. Fortunately with summer (and summer break from school) coming up, this should be possible. zsbzsb and I have already talked about a few things that should be implemented, and with all your suggestions I have some new ideas as well.

54
Feature requests / Re: Call and return by reference in CSFML
« on: June 03, 2014, 07:51:43 am »
It is only in some cases.

If you don't care about using sf::InputStream's or creating your own sf::SoundStream everything should work fine.

55
Feature requests / Re: Call and return by reference in CSFML
« on: June 03, 2014, 12:35:51 am »
In some cases, D is able to interface directly with C++, so I do that when I can and it makes sense. That means that some functions in DSFML-C expect C++ objects to be passed to them by address since those can be created in the D code.

56
Feature requests / Re: Call and return by reference in CSFML
« on: June 02, 2014, 08:32:24 pm »
Please be aware that DSFML-C is written specifically to interface with the D binding so it might not fit right for lisp in all cases.

57
D / Re: Bizzare issue playing audio files
« on: June 02, 2014, 07:29:14 am »
From what I was able to gather, ole32.dll is specific to the Win32 API.

And just so you know, when I ran your program everything seems to work fine for me. I don't get any crashes on exit or anything like that. I am running it outside any IDE, so maybe it is an issue with the Mago Debugger in Visual D?

Edit:
Seems like I spoke too soon. I do get memory errors if the music plays all the way to the end. Those are most likely something going on with DSFML.

58
SFML game jam / Game Submissions now open
« on: June 02, 2014, 07:05:04 am »
With about 10 hours to go, game submissions are now open!

Hope everyone is still sane! I can't wait to see the games. :D

59
D / Re: Bizzare issue playing audio files
« on: June 02, 2014, 04:44:00 am »
The audio parts of DSFML definitely need some work, and that is where I have been spending most of my time lately so a fix is probably already on the way.

Thanks for all your help. I'll get this sorted out!

60
Feature requests / Re: Call and return by reference in CSFML
« on: June 02, 2014, 12:53:33 am »
I don't know if this helps you out at all, but you could look at DSFML-C, which is a modified version of CSFML that removed all POD structs (sfVector2f, sfTime, etc) in lieu of using a set of scalars instead.

For example:
CSFML_GRAPHICS_API sfImage* sfImage_createFromColor(unsigned int width, unsigned int height, sfColor color);
Looks like
DSFML_GRAPHICS_API sfImage* sfImage_createFromColor(DUint width, DUint height, DUbyte r, DUbyte b, DUbyte g, DUbyte a);

(though now I realize this function passes the color in rbga order instead of rgba order :P)

Feel free to use it if you want, but some of it (the audio stuff) is a little experimental. Just a heads up.

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