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121
SFML projects / Re: Ninja teaser
« on: January 05, 2014, 08:01:29 pm »
Exit to dos?   :P

122
SFML projects / Re: Faster
« on: December 09, 2013, 11:59:25 pm »
The program can't start because MSVCR120.dll is missing from my computer. 

I downloaded the .dll and it now works no problem, but I thought you should know.


123
SFML projects / Re: It Always Ends In Nuclear War
« on: December 07, 2013, 11:11:06 pm »
edit:  I originally had some screenshots from other games in the gallery which I was using as inspiration for how I wanted the game to look.  This post was originally declaring the images which weren't from my game, but I've since removed all such images from the gallery.

124
SFML projects / It Usually Ends In Nuclear War
« on: December 07, 2013, 02:17:11 am »
It Usually Ends In Nuclear War
  • 4x civilization building game in development for Windows and Linux
  • Heavily influenced by Civilization II, Alpha Centauri, Call To Power, and Rome Total War.  To a lesser extent Endless Space and the Europa Universalis series
  • Currently prealpha
  • Design goals.
    • Keep microamanagement to a minimum yet allow for larger empires than recent civ games.
    • Not turn based, but rather semi-real time.  When the game is unpaused, turns will occur at a set-interval of roughly one turn every 500 milliseconds
    • Revolutions / collapsable civilizations
    • Interesting end game
  • Huge gallery (1000+) of screenshots I've been maintaining throughout the project.
Screenshot from October 15, 2017


Something more recent

125
SFML projects / Re: Winter-Pong
« on: October 30, 2013, 07:54:36 pm »
Do you have any screenshots, or at least a description of what the game is?  I assume it's Pong :P

126
Graphics / Re: Anti-aliasing causing small graphical glitch?
« on: October 27, 2013, 02:34:13 am »
Using the same code from the example above

SFML 2.0 gives me a AA of 1.
SFML Nightly from 9.27.13 gives me a AA of 16.

The graphical bugs happen in both cases so that's not it.  I'm updating my drivers right now, hopefully that fixes it.

edit:  Driver update didn't fix it.  The glitch is kind of interesting though, it almost looks like a version of Conway's Game of Life with different rules.

127
Graphics / Re: Anti-aliasing causing small graphical glitch?
« on: October 27, 2013, 02:03:15 am »
I accidentally erased the line where I added an sf::Event when I was pasting it, it's now edited back in.

Anyway, I tried your test and it's giving me an AA level of 1.  I'm not quite sure why that is, but yeah.

I decided to create a project on my laptop to see if it occurs there, and it actually works fine on my laptop, so it looks like it might just be a problem with my desktop.

My desktop is an AMD FX-6300 3.50 GHz, 4 gigs of ram, with a geforce GTX 470.  Not sure if any of that is relevant.

edit:  Considering this problem didn't occur in the past on my desktop (I have some old screenshots of SFML projects that I checked), I wonder if it's because of a video card driver update?

128
Graphics / Anti-aliasing causing small graphical glitch?
« on: October 27, 2013, 01:38:33 am »
I'm either confused on how to properly enable anti-aliasing, or it's causing a small graphical bug in my program in the form of small squares that appear randomly around the screen.  This is a zoomed in screenshot that I took to show what I mean.

http://i.imgur.com/cXX5Inw.png

And here's a small test program I made to make sure the problem wasn't elsewhere in my code
Code: [Select]
#include <SFML/Graphics.hpp>

int main()
{
    sf::RenderWindow MainWindow;
   
    sf::ContextSettings ContextSetter;
    ContextSetter.antialiasingLevel = 16;

    const int DEFAULT_SCREEN_WIDTH = 800;
    const int DEFAULT_SCREEN_HEIGHT = 600;
    MainWindow.create( sf::VideoMode
( std::min(sf::VideoMode::getDesktopMode().width, (unsigned)DEFAULT_SCREEN_WIDTH)
, std::min(sf::VideoMode::getDesktopMode().height, (unsigned)DEFAULT_SCREEN_HEIGHT)
, 32), "Antialiasing Test", sf::Style::Default, ContextSetter);

    sf::Event Event;
    bool Quit = false;
    while (Quit != true)
    {
        while (MainWindow.pollEvent(Event))
        {     
            if (Event.type == sf::Event::Closed)
            {
                Quit = true;
            }         
        }

        MainWindow.clear(sf::Color(60, 90, 150));

        MainWindow.display();
    }
}

Anyone have an idea on what I'm doing wrong or what's causing this?  I'm using a nightly build that I last updated on 9.27.13.  I took a look at some of my old screenshots and this artifact doesn't appear to be on them, so I'm thinking it might be a recent change which causes this.

edit:  I just did a test with SFML 2.0 and it still happens, so that's not it.
edit2: This is what it looks like when not zoomed in: http://i.imgur.com/SY39cGI.png

129
SFML projects / Sins of a Hex Empire
« on: October 19, 2013, 01:59:30 am »
Sins of a Hex Empire
Disclaimer:  Due to VS2012 apparently not liking Windows XP under its default settings, this won't work on Windows XP.  It's also a poor clone of Hex Empire(http://www.freewebarcade.com/game/hex-empire/).

Download link -- http://goo.gl/wLStq7


  • Turn based strategy game
  • Your goal is to defeat three opposing AI and conquer the entire map
  • The black dots scattered across the map are cities. If you own a city, it generates one army every turn.
  • Capitals (the stars) generate two armies per turn. If you capture a capital, that enemy will be eliminated
  • Your units have two values -- armies and experience. Armies are the thin black crosses, experience is the black outline around those crosses.
  • A unit gains experience whenever it expands your nations borders
  • You only get 5 moves per turn
  • Pressing enter moves to the next turn
  • Pressing spacebar at any time spawns a new map.

I think that's about it. It was originally written with SDL, but I ported it over to SFML. That old version never had AI and never worked quite right.  I ended up drastically changing the code structure, updated a lot of old functions since a lot of my old code was terrible, fixed a bug with the pathfinding which took forever to figure out, and added in an AI. The AI is terrible, but it only has a few hours of work on it, and I don't care enough to improve it. It's managed to beat me a few times so I figure that it's good enough for a base line level. It's still mostly retarded though. If you want a harder challenge you can artificially handicap yourself by picking a terrible starting position.

I didn't really test it too much, so there are probably some bugs.

130
Weird, I got no screen tearing.

I actually got extremely bad screen tearing.  It looked like there was a drastic FPS drop, but the fps was apparently a constant 60, so I'm not sure what that's about.

131
SFML projects / Re: operation bloodshed - (WIP)
« on: October 08, 2013, 08:56:52 pm »
I don't know if you're intending to do this, but it might be cool if the levels could be randomly generated, sort of like the binding of isaac.  Regardless, it's looking good, keep it up  :)

132
SFML projects / Re: What are you working on?
« on: October 05, 2013, 09:44:41 pm »
I don't play the game, but that is very cool eXpl0it3r  :)

133
SFML projects / Re: What are you working on?
« on: September 25, 2013, 07:05:02 pm »
@Stub: That looks awesome, I'm in love with oldschool isometric graphics. Are the tiles pre-drawn or do you render them in real-time?

Thanks, I appreciate the kind words :).  Not 100% sure what you mean by pre-drawn -- The tiles textures all exist on a sprite sheet, and since I'm about as far from an artist as you can get, I went to websites like http://opengameart.org/ to find the textures.  I modified them all a bit, but eventually I want to hire an actual artist to draw some art that more closely resembles what the tile types are.  Anyway, anytime the camera moves, there's a vertex array that gets cleared and rebuilt with the tiles that are currently on the screen.  If i'm fullscreen, I think there's usually about 1000 tiles on the screen.

134
SFML projects / Re: My Sonic the Hedgehog game (goes fine, but need help)
« on: September 25, 2013, 01:37:09 am »
Another improvement, I was actually able to play it this time  :)

I'd echo everything Ixrec has said, but in addition to that, there was a spot on level 2 where I became stuck.  There was a completely vertical hill that I fell down, so I was caught between a hill that was too tall to get back up on, and one of the loops that you have to run around.  I couldn't gain enough speed to get through the loop.  I would have taken a screenshot, but printscreen doesn't seem to work with the game?

135
SFML projects / Re: My Sonic the Hedgehog game (goes fine, but need help)
« on: September 24, 2013, 11:13:48 pm »
It's an improvement over the older build, but I'm still having issues.

  • On the initial screen, I get horizontal black bars which move either up or down.  I was able to get past this screen no problem, though
  • Alt tabbing was fixed
  • Character selection was also now good
  • I still got the blue used memory screen, at which point it failed to load an image file, I can't tell which image file because the name gets cut off.  It's at this point that it crashes

Sorry man.

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