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Messages - Raphman

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1
SFML projects / Mazian Chronicles: The Settler
« on: August 15, 2014, 02:14:01 pm »
Hey there SFML enthusiasts! I've been working on and off on a 16 bit JRPG with what I like to think is an innovative battle system.

I've been using SFML 2.1 (started with 2.0 waaaay back) for things like window management, and drawing capabilities.

We're a team of three people:

1 programmer (which is me)
1 designer
and a 2D artist

We're huge fans of JRPGs and we decided we wanted to create one many years ago.

Now in whatever free time we've been working on it.

I'm not too great about  explaining it in great detail, but my designer is!

Take a look at http://www.nicholasstamatis.com/projects/mazian-chronicles/ to see a pretty detailed description of the battle system and some (outdated now) graphics!

Also here's an idle animation for one of characters: http://i.imgur.com/ae3dh4T.gif. I hope to have the battle system finished by the end of summer, then I will release a demo for testing purposes.

I know there isn't much to go on right now, but if you guys have feedback, I'd love to hear it!

2
General / Re: Tilemap problem
« on: May 18, 2013, 06:47:22 pm »
you should read this before you post here: http://en.sfml-dev.org/forums/index.php?topic=5559.0

Also, I recommend(like many others here will) that you start learning the basics of C++ before jumping into SFML. Learn  how to use the various data structures and algorithms that are available to you.

That being said, what's the tile class look like?

Also here:

 
Tile* tile;
   
    for ( int i = 0; i < width; ++i )
    {
        for ( int j = 0; j < height; ++j )
        {
            addTile( i, j, tile );
        }
    }
in your create you're just making a pointer to a tile but not initializing it at all. Which would result in a bad (null) pointer, ie nothing to draw when it gets there.

3
Graphics / Re: Access violation reading location
« on: May 09, 2013, 04:18:15 pm »
32 vs 64 bits is dependant on what your compiler is, not your OS.

4
General / Re: when do i dynamicaly allocate my variables/array
« on: May 08, 2013, 04:10:16 pm »
Now that's something I didn't know. Maybe I missed that lecture in C++I hah. although I never actually called a destructor manually, because why would I? =P

5
General / Re: when do i dynamicaly allocate my variables/array
« on: May 08, 2013, 01:21:41 pm »
Oh, I was unaware that the destructors are undefined( I never looked for them because I never needed them)

Yes, in that case it'd be dangerous to use. Don't use 'em at all Eric!

6
General / Re: when do i dynamicaly allocate my variables/array
« on: May 08, 2013, 12:08:46 pm »
Since you're not using the new keyword anywhere (which you would only use with pointers anyway), the sprite and texture variables will destroy themselves once they go out of scope. You don't need to manually call the destructors like that. Unless you want to destroy them early, but I personally can't think of a reason for that.

The code you have there should be fine minus the destructor calls at the end.

7
If what eXpl0it3er said wasn't the problem, maybe you could try  using the precompiled binaries?

8
Graphics / Re: Why are my tiles not displayed?
« on: May 07, 2013, 11:47:12 pm »
So if I'm understanding you correctly, you have the file in the project's directory as well?

If you don't specify a path or have a working directory set, the program will look in the project's directory for the file.

Secondly, it's pretty silly to load the texture each time you call that draw function, you should  handle that in a better way.

Also follow zsbzsb's advice.

9
Graphics / Re: Why are my tiles not displayed?
« on: May 07, 2013, 10:58:49 pm »
Looks like you're not loading the texture, that's your problem.  Also refer to zsbzsb's post, and give us a nice minimal piece of code to work with.  You might want to reread the tutorials.

10
General / Re: Changes since version 2RC
« on: May 06, 2013, 04:57:48 pm »
I'm pretty sure you can use fraps to check frame rate. I'm pretty sure I've done it, although I can't remember for sure.

11
Graphics / Re: SFML 2.0 Font Load Bug?
« on: May 05, 2013, 12:49:29 am »
Or you could set the working directory to your .exe directory, but yeah, doing what eXpl0it3er said is a better solution.

Also I meant project, not sln. I do that all the time ><;

12
Graphics / Re: SFML 2.0 Font Load Bug?
« on: May 05, 2013, 12:28:08 am »
Well, when I load my font files, I do use a relative path from the .exe. you could try doing "./sansation.ttf".

13
Graphics / Re: SFML 2.0 Font Load Bug?
« on: May 04, 2013, 11:27:21 pm »
is that font file in the same directory as your sln?

14
General discussions / Re: A new logo for SFML
« on: May 02, 2013, 09:21:33 pm »
Now that you shifted "SFML" upwards, the color gradient is not aligned correctly anymore. The arc is interrupted :-\

Didn't even notice that. I guess that's why I'm a code monkey and not a graphic designer.

15
General discussions / Re: A new logo for SFML
« on: May 02, 2013, 08:40:30 pm »
I think it fits the style very nicely. Simple and Streamlined. Much like SFML. 

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