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Messages - Razzeeyy

Pages: [1] 2
1
Python / pysfml2-cython
« on: February 17, 2012, 12:37:17 pm »
Excuse me, but do this binding works with python3?
I'm just confused by the 'cython' word.
AFAIK Cython is just different interpreter for python, isn't it? or it provides a bit different syntax too?

2
General / SFML Complete Game Tutorial
« on: February 05, 2012, 02:18:07 pm »
Quote from: "StormWingDelta"
Just wondering how to make an Array of sprites using the code for making sprites from the tutorial.  I'm setting up A* for path finding and need an array of sprites that can fill the map and not make more than I need.


Once I was making a sort of tile painter, and I used a map like that
std::map < sf::Vector2f, myObj* >

where is the sf::Vector2f was denoting the position of the object and the myObj* is a pointer to the object itself.

And then I just cycled trough the map and draw objects.

But I think it's messy solution... (but at least it works :P)
Maybe other people can offer a better way

3
General / messing up with key events <_<
« on: January 29, 2012, 03:32:53 pm »
Oh, yeah. Thank you! :)

4
General / messing up with key events <_<
« on: January 29, 2012, 02:27:09 pm »
Hi guys, what am I doing wrong?

Code: [Select]
               switch(Event.KeyEvent.Code)
                {
                    case sf::Key::Code::Num1:
                    {
                        SelectedColor=Black;
                        break;
                    }
                    case sf::Key::Code::Num2:
                    {
                        SelectedColor=Blue;
                        break;
                    }
                }


compiles with this error:
Quote
invalid use of ‘struct sf::Event::KeyEvent’


The Event object is obviously sf::Event Event..

5
General / SFML Complete Game Tutorial
« on: January 27, 2012, 12:36:51 am »
Serapth, oh yeah... that was stupid confuse about coordinates...
But I lack at math knowledge at this point :P so I can't model an elegant collision response model... Maybe you can advice me what to read on this topic?

BTW: If you want to take a look at current state of my project https://github.com/Razzeeyy/Re-tank-dev
The code organization (mostly) "inspired" by your great tutorial :)))

6
General / SFML Complete Game Tutorial
« on: January 26, 2012, 09:45:46 am »
Serapth, Hi again.
I came back with couple of questions about collision (actually about response to collisions...) :D

So as far as you know I'm making the tank game...
The collision between tank and bullet was easy to made.
But the collision between tanks more complicated.

My Collision model is something like this:
1)Test Collisions in pairs through all objects
2) if collision happend, then execute Collide method of objects and pass references to the collided objects, one to another
3) objects decide on their own what to do on collision

This model is enough for bullets, but for collision between tanks.. em.. Should I pass the coordinates of obstacle or... something else?

I tried to make a 'simple' tank collision (just forcing the forward movement to act as backward on collision so we make step out of collision..) but I don't think this is an elegant solution.

7
General / SFML Complete Game Tutorial
« on: January 06, 2012, 05:41:39 pm »
Quote from: "Serapth"
your game might be best served looking into Box2D for 2d physics


I don't want to use the box2d because I want to try writing physics and etc by myself.
And Thank You for that interesting link about  working with collisions in sfml! :)

Here is the current - draft state of my project: http://ompldr.org/vYzNvYw
It don't do much, but what it do for now is pretty interesting XD
I don't know if it works and compiles on windows (I'm develop on linux, and develop mainly for linux, coz I like linux :P).
But it should compile and run on windows due to SFML :)

8
General / SFML Complete Game Tutorial
« on: January 06, 2012, 04:38:11 pm »
Hi guys (and girls if they are here :P).

First I want to thank the author for that perfectly done tutorial.

And also I want ask you about the collision detection? Is there any good tutorials and articles on that topic? I'm just starting to work on some simple but impressive (at least i think it is :P) 2D "racing - shooter" game, and I wonder how to detect collisions and build the interactions between more complicated objects.
But I'm only the beginner programmer and I have poor skills :P At least I'm trying to do something :D

(I will upload sources on github later, for now they are really butt-ugly :D)

9
Window / Input feels delayed at 60FPS
« on: January 05, 2012, 12:15:15 pm »
Quote from: "Laurent"
Things have changed in SFML 2, inputs are directly queried at the OS level rather than being a layer on top of events.


so we will never have that delay again? :)

little offtop:
also why (as I see)  sfml 2 switched from "float second = 1" definition of time, to "int second = 1000". That was made for any performance needs?

10
Window / Input feels delayed at 60FPS
« on: January 05, 2012, 08:29:33 am »
Sadly, I have the same problem.
It's noticeable when I'm trying to make 'game' simulate the shots.
And if I make a shot delay 0, at 1000+ fps I see the natural solid 'line' instead of single shots.
But when I limit my fps to 75 or enable VSync then I get the unnatural half-sized 'bullet image' line.
(i can send sources and binaries to you if you want :P)

That means the input is pausing while waiting for vsync =( sadly...
And, yes it is not noticeable when you doing a simple quest or something like that, but it becomes noticeable when you trying to make a FPS or simulate things that moving fast and controlled by input.

P.S. I'm using SFML 1.6

11
Window / [SFML 1.6] Mouse tracking independently?
« on: January 02, 2012, 11:44:41 pm »
Quote from: "Laurent"
Use sf::Input instead. But it won't work when the cursor is outside the window, you must upgrade to SFML 2 to get what you want.


I'm ok with that :) At least I'm all-mighty inside the window :D
Ty again for help.

12
Window / [SFML 1.6] Mouse tracking independently?
« on: January 02, 2012, 10:15:47 pm »
Is there any way of tracking mouse almost (while it's in window bounds) permanently?
Not only when it's moved but also when it just stay in the same position.

The code like this gives weird behavior when the mouse not moved, but clicked (the coordinates just jumping, or something like that, to the opposite side for a second).

Code: [Select]
sf::Vector2f MousePosition(Event.MouseMove.X, Event.MouseMove.Y);
The_Tank.GetGun().AimAt(MousePosition);


Any ideas?
The newb(me) forehand thank you. :)

P.S. Also Is there any person interested in 2D top-down view game development? I'm trying myself at that, and would be fine to see another person who can assist me or at least give a piece of advice.

13
Graphics / Which function to overload in class derived from sf::Sprite?
« on: January 02, 2012, 08:51:02 pm »
THANK YOU very much!

My desing is wrong (that snippet is not working) so I will adopt it for inheritance from sf::Drawable, that will be more corret.

P.S. Sadly that I'm poor man and have no extra money. Otherwise I would donate to you for SFML. Great Job, Laurent. Keep it up! :)

14
Graphics / Which function to overload in class derived from sf::Sprite?
« on: January 02, 2012, 08:09:56 pm »
Quote from: "Laurent"
SFML 1.6? old 2.0? recent 2.0?

sorry, my bad

SFML 1.6

15
Graphics / Which function to overload in class derived from sf::Sprite?
« on: January 02, 2012, 07:43:53 pm »
OK then when I derive from sf::Drawable how to override Draw() function correctly? Any examples? :P
I just then want to "pass-throught" execution to my two sprite objects which repserent gun and tank texture... but I dunno how :(
The SFML architecture is perfect but sometimes I can't even figure out where to look in sources for some class member-functions usage :(

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