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Messages - e_barroga

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SFML projects / Zester Project (Software Development Toolkit)
« on: June 16, 2010, 08:54:55 am »
Just curious, why did you use Horde3D?

I think Ogre3D is more powerful and flexible. It is also as open-source as Horde3D (as far as I know).

SFML projects / Simple Chess
« on: November 08, 2009, 09:01:53 pm »
I wasn't able to download from rapidshare because it says that I must become a premium member to download the file.

Also, does the link include source code or just bin?

Feature requests / Enable/Disable nagle algorithm
« on: October 22, 2009, 08:37:04 pm »
Quote from: "Laurent"
Ok, I should have say it differently: why would you want to enable it? SFML disables it by default.

Honestly, I've never used nagle algorithm, however, I still think that people should have the option to enable it if they deem fit.

It is really only useful for congestion problems, which shouldn't be too much of a problem with today's technology, but there are always those certain cases.

Feature requests / Enable/Disable nagle algorithm
« on: October 16, 2009, 01:08:59 am »
It doesn't seem like SFML has a method that allows to disable/enable the nagle algorithm.

Graphics / Bullets in SFML.
« on: September 12, 2009, 09:21:32 pm »
If you're creating new bullet objects at runtime you'll want your container to store pointers:
Code: [Select]

std::vector<Bullet*> bulletList;

Example of creating the bullet:
Code: [Select]

bulletList.push_back(new Bullet());

When destroying the bullet:
Code: [Select]

delete bulletList[i]; //Of course, you would actually want an iterator.

SFML projects / 2D Shooter
« on: September 10, 2009, 02:18:07 pm »
Thank you for the suggestion. I've actually noticed that before and have been meaning to fix it but I guess I forgot.

I use:
Code: [Select]


The globals: score, baseGun, massiveDeath, loseCount

are actually a quick hack of mine because I couldn't decide on the most elegant way to access them from all entities.

I do not have anything to handle animations because I haven't the need for them yet.... however, if I ever do I have a good idea how to implement.

SFML projects / 2D Shooter
« on: September 10, 2009, 02:40:29 am »
This is basically a SHMUP game.

Finished all the main mechanics of the game engine. All that I have left to do is the gameplay and graphics. Right now I am looking for an artist.

Here's a bin:

Here's the source:

I post the source because I'd like for people to mention suggestions on ways I could improve the coding.

For testing purposes, 1, 2, 3, 4 change the level of the base gun.

The base gun is supposed to upgrade through your score. There will be powerups and pickups that give you additional guns and boosters for faster movement.

Graphics / Rotating sprite towards mouse.
« on: September 08, 2009, 04:35:34 pm »
The mouse position is relative to the window and not the 2D plane (which is the space that the sprites are in).

For instance, if you positioned the mouse in the center of the screen and move the player around, the mouse position will remain the same but the sprite position will be different.

This makes your calculation incorrect.

What you need to do is convert from the window space to the global space that the sprites use. You need to calculate the mouse position in relation to the position of the view.

Graphics / Problem with Collision Checking
« on: September 06, 2009, 12:44:26 am »
Please delete this thread.... I solved it.

Graphics / Problem with Collision Checking
« on: September 06, 2009, 12:40:23 am »
Here is a bin: http://host-a.net/e_barroga/Release.zip

Sometimes when the player and enemy collide with each other, the collision will be missed and they will pass right through each other. What makes it weird is that if the scrolling background is not there the collision works perfectly fine (just delete the background image in the image directory).

I test collision with the method: CollisionCheck(Entity* otherEntity)

This is the code that I am using to test for collision: http://codepad.org/CX6JcIbb

For testing purposes, I tried something simpler that does not use pixel-perfect collision: http://codepad.org/51vRqAGt

Both ways have the similar problem.

Graphics / Bug - Not using a loaded image
« on: September 05, 2009, 08:58:16 am »
How would I catch the exception?

General / Compare two sf::String
« on: September 02, 2009, 05:41:55 am »
Nevermind, solved by casting the sf::String to a std::string then comparing with a string literal:
Code: [Select]

if (static_cast<std::string>(myString.GetText()) == "String to compare.")

General / Compare two sf::String
« on: September 02, 2009, 03:09:25 am »
I've tried the following to no avail:
Code: [Select]

sf::String strCompare("text");
if (myText.GetText() == strCompare.GetText())

Window / Show FPS In Title Bar Window
« on: August 31, 2009, 07:48:42 am »
Quote from: "Laurent"
Once you've created the window you can't change its title.

If you want to quickly display the current FPS you can use FRAPS.

Will there be a future method to change the title? If not, why?

Graphics / Bug - Not using a loaded image
« on: August 30, 2009, 04:49:13 am »
When you exit the application and an image was loaded but not used I get the following: http://img198.imageshack.us/img198/3743/63097302.png

Here's my code:
Code: [Select]

    m_imgMgr.Load(dir + "sfml.png", "img_sfml");
    m_imgMgr.Load(dir + "sfml.png", "img");

Basically it just loads the image and stores into a std::map with the second parameter as the key.

The first image is used:
Code: [Select]


But the second is not. Removing the line that loads the second image makes the program terminate without any unhandled exceptions occuring.

Code: [Select]

Unhandled exception at 0x1002cb0b in 2D Shooter.exe: 0xC0000005: Access violation reading location 0xfeeefef6.

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