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Messages - Tex Killer

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1
SFML projects / Re: Little Scout [LD#38 Jam]
« on: May 07, 2017, 05:20:40 pm »
I grow on the spring so it will go down.
Then I press jump and then quickly shrink, getting thrown up and over the hole... I did not regrow in size...
Wow, that is neat! I didn't know it was possible to do that! Thank you for the feedback!  :P
If you want to see the ending, you should use the spring the "intended" way: Don't jump, just shrink on top of it. And when you are at the top, grow. You shouldn't be able to get out without doing that...

One more bug for me to fix, thanks!  ;D

2
SFML projects / Re: Little Scout [LD#38 Jam]
« on: May 07, 2017, 05:03:49 pm »
No problem.

About end credits.
Nope? When I got outside I hit the slope and from there just fell of the right side og "the world"
Fell for about 30 seconds,then quit by hitting the red X button.
Tried three times, never got any endings...
How did you get outside? It's the first time I'm hearing of this kind of bug.
The "normal" way of getting outside is to get thrown up by the spring, then growing when you are at the top. If you got out another way I would love to hear it!  :D

3
SFML projects / Re: Little Scout [LD#38 Jam]
« on: May 07, 2017, 06:09:52 am »
I took a look at it.
Really interesting mechanic.
I'm not 100% sure, but is the world meant to "end" when you get outside (after the trampoline)
Yes, that is all I could make before the deadline. This time I was the only one working, so time gets kind of scarce...  :P
I'm assuming you saw the ending credits, right?

But the graphics and overall mood is great, there are some bugs, but i see others have mentioned them in the comments. all in all, a good shoot in that short amount of time :)
Thank you very much!  :D

4
General discussions / Re: SFML 3 - What is your vision?
« on: May 05, 2017, 06:08:54 pm »
Yes, these classes are public now. We even have support for loop points pending (I don't know if it has been merged into master yet).

Cool, thank you Laurent!  ;D

5
General discussions / Re: SFML 3 - What is your vision?
« on: May 04, 2017, 10:11:25 pm »
Hey guys, can someone update me on the status of the SoundFile class? Has it been made public yet?

I'm still using the same modified 2013 SFML snapshot to do audio loop points. I think Laurent said once that SoundFile would be made public so that I wouldn't have to modify SFML sources for that.

6
SFML projects / Little Scout [LD#38 Jam]
« on: May 04, 2017, 09:43:49 pm »
Hello, guys!

I've participated in another Ludum Dare, this time by myself! (The other members of the team weren't available)

Since I had to take care of everything, Little Scout ended up with less content than Shifting Temple, our previous LD entry, but it works, and I've added some new features to my engine in the proccess!

The LD entry page is here: https://ldjam.com/events/ludum-dare/38/little-scout
And you can skip straight to the download here: https://texkiller.tk/LittleScout.zip

I am very thankful for any feedback!  ;D

7
SFML projects / Re: Shifting Temple [LD#35 Jam]
« on: May 14, 2016, 12:53:33 am »
Totally forgot to check it out when I first saw the post. ;)

Very nice what you were able to create in that short amount of time. I quite like the animation of the person!
It is almost the same as it was on Morpheus, but thanks!  :D

The jumping height is hilariously off. ;D
I know, it was supposed to be smaller but then the player wouldn't be able to jump over the obstacles...  :P

The fact that you don't instantly die, but still inevitably is quite interesting.
Thanks, that was the goal... haha

Some of the Ludum Dare participants reported that for them the game had no window and they could only hear the sounds, but it doesn't happen on my PC. I think this might be a bug on the 2013 version of SFML I am using.
Does it happen to you guys? Anybody knows of any bugs like that that got fixed on the last 3 years?
If you create a window that is bigger than the monitor's resolution, the window won't show up.
You're creating quite a large window and I got lucky that it just fit on my screen. With such a big window a fullscreen version might have worked better.
I am actually creating the window with the same resolution as the screen. So that could make the window not show up on some computers? I'll test it out.

How hard/easy was it to integrate Bullet physics?
I did that integration some 2/3 years ago, so I might not remember everything I did, but I believe it was not much harder than the previous version that used Box2D. Bullet behaves much better than Box2D, tough (no flickering and stuff like that), and also allows me to do more than with Box2D. That is what I can remember, at least.
I just can't remember why I had to modify the Bullet sources...  :o

8
SFML projects / Re: Shifting Temple [LD#35 Jam]
« on: May 13, 2016, 11:09:04 pm »
So... anybody tried it out?

Some of the Ludum Dare participants reported that for them the game had no window and they could only hear the sounds, but it doesn't happen on my PC. I think this might be a bug on the 2013 version of SFML I am using.
Does it happen to you guys? Anybody knows of any bugs like that that got fixed on the last 3 years?

Thank you!  :)

9
Hey bro...Its me again...this time I have a question...Its a bit weird but..what is a thread? in programming and in this amazing forum?

In programing, a thread is where your instructions are executed. Your program can have a single thread (this is the default behaviour), so every instruction has to wait for the previous instructions to complete before it is executed, or you could implement multi-threading. With multi-threading, you create more threads on your program, and assign instructions for them to execute, so the instructions from different threads can execute in parallel (if you have enough processing cores for that, at least).

For exemple, if you have a very extensive calculation to do, you might break it down on four parallel algorithms on four different threads, and they would all run in parallel, taking 1/4 the time it would take to run them in only one thread (if your processor is quad-core or higher).

Here on the forum, a "thread" is where we post. For example, we are posting on the "Re:creation - a top down action adventure about undeads" thread.

10
SFML projects / Shifting Temple [LD#35 Jam]
« on: May 10, 2016, 11:18:39 pm »
Hey guys!

One year and a half after Morpheus, we've participated on another Ludum Dare Jam! This time, we were able to do everything that was planned! (with some bugs that had to be fixed after the Jam, but the game itself was done in time!)

If anyone wants to try it out, the entry page is this: http://ludumdare.com/compo/ludum-dare-35/?action=preview&uid=7901
And the download link is this: http://texkiller.tk/ST/ShiftingTemple.zip

The engine is the same used on Morpheus, but with a bunch of bugfixes. It uses a modified 2013 snapshot version of SFML and a modified version of Bullet Physics.

Thank you very much for any feedback!  :D

11
General discussions / Re: Need help with a project
« on: May 11, 2015, 02:46:59 pm »
If you describe what your project was supposed to do and what it is doing, we might be able to tell you the cause without even looking at the code.

I don't think anyone would be willing to read some project's whole code and find the errors for free.

12
General discussions / Re: idea needed
« on: April 20, 2015, 09:50:05 pm »
Well, you were nice enough to post a piece of code and ask for improvements, so I'll at least comment on it.

I didn't test your code, but assuming what you did is working, I can see some problems.

First and foremost, if only one peer connects and sends a pack before the second peer connects, the server will try to send the pack to some uninitialized peer. A simple check on the number of peers before taking packages should fix it.

Then there is the issue that your code only works for 2 peers. Once 2 clients are connected the server stops listening for new clients. Assuming your code is meant for a multiplayer game server, that is not very good.

When you fix those problems you might have to deal with disconnecting peers, etc.

After that I guess it all deppends on what you want to accomplish. You might want to create lobbys to match people instead of simply matching them by the order of connection, for example.

13
General discussions / Re: Using sf::Font as sprite sheet.
« on: December 09, 2014, 06:42:18 am »
But that is using bitmaps, right?
With bitmaps there is no reason at all to use fonts. Just show sprites as images like usual, it will be faster and allow for easy customizations, as pointed out by eXpl0it3r.

The only interesting aspect I see is to use vector graphics through font files. I am sure there are better libraries specific to render vector graphics out there, but with this font concept it would be possible to just plug the font on SFML and render the maps...
Well, I'm not willing to go through all that trouble to build the vectorized font files, so I guess we're arguing over nothing here.

14
General discussions / Re: Using sf::Font as sprite sheet.
« on: December 08, 2014, 07:08:17 pm »
That would definitely be an awesome project for sure, but I agree that it isn't the best way of handling sprites.

But think about it: we could use separate font files for separate colors on the sprites, and have vectorized graphics for each part of the sprite with the right color. Like, a "red font", a "white font", a "blue font", etc. Then you just render the same "text" with all of the fonts on the same place, and you have your colored vectorized map drawn on screen :P
I would definitely check that out if someone would do it.

15
General discussions / Re: Clipboard support on Linux: A few hiccups.
« on: October 12, 2014, 08:11:38 pm »
Wait, did I missunderstood what you guys said, or does the copied content vanishes once the Window is closed? That is completely unintuitive and awful. Many times I open something like a text file, copy a part of it, close the text file, then paste the copied text somewhere else. Sorry if I missunderstood the issue, but if I didn't, then that is f***ed up.

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