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Topics - Tigre Pablito

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46
General / My poor SFML games run very slow on 64 bit system
« on: August 06, 2015, 06:57:08 pm »
Hello, Ladies and Boys from SFML

from these DLL files: csfml-graphics-2, csfml-window-2, csfml-audio-2, libsndfile-1, openal32, sfmlnet-graphics-2, sfmlnet-audio-2, sfmlnet-window-2

Could someone of you tell me which of these I should add in the references node (that would be build with the EXE when compiling) and which I should copy at the same folder than the EXE ?

On a 64 bit sistem with 3.5 GHz processor both games run alright, but on my 2.3 GHz processor they run very slow

Thanks in advance

Pablo

47
Dear Ladies and Guys from SFML

My little SFML app written in C# .Net ran alright in my notebook on a 32 bit Windows, then I changed to a 64 bit Windows and now it runs very slow.

I remember that one of you had told me some time ago, that a 32 bit app could run fine on a 64 bit system. Then I tested first compiling the EXE file with the 32 bit SFML DLLs and with the 64 bit DLLs in the folder where the EXE is, and it crashed perfectly with no console message. But when I tested the program compiled with the 32 bit DLLs (sfml-*******.dll) and with all DLLs (sfml-*****.dll and csfml-*****.dll) in the folder where is the EXE, it crashed but the console threw a message saying something like I had to change or remove something from the registry vars, that I have no idea about that, ... perhaps this problem could be solved by that way.

Please, if someone knows, explain me what can I do

Thanks a lot since now

Pablo
(from Argentine)

48
General / Running on Windows 7 64 bit my simple SFML App slower
« on: August 23, 2014, 08:04:10 am »
Hi Ladies and Guys from SFML

I´m now using Windows 7 64 bit on Pentium (R) Dual-Core CPU T4500 2.30 GHz, 2 GB RAM

I suposse you don´t remember that some time ago I had the issue that made my SFML (and C#) app crash cos of memory failure (dereferenced but not cleaned up tricky blocks did the stuff), well, when we was playing the match in which we won to the sweeden and everyone were making noise at the office, I was working calmed like an English gentleman and causally I solved that ... (my inner peace, perhaps)

I don´t know why now on the 64 bit system this little app runs about 50% slower in some zones, and about 25% slower in other one (2nd) ... but at the office every SFML app I wrote run perfectly ...

Here they are, -though lately I don´t have much time-, they are quite better that the last time I posted

At the character choosing screen, you can select zone 1 pressing enter, and 2 to 5, pressing those number keys, but please move the cursor to your hero before (beware!: on the release version that option won't be enabled)

FOR 64 BIT SYSTEM
https://www.dropbox.com/s/nq1ga7zpceuu0p1/Sonic%20The%20Hedgehog%2064%20bit%20by%20Pablito.rar?dl=0

FOR 32 BIT SYSTEM
https://www.dropbox.com/s/eb2v5415umf08td/Sonic%20The%20Hedgehog%2032%20bit%20by%20Pablito.rar?dl=0

As always, I would really apreciate your help and advise on this new issue on the "fan made" Sonic cheap imitation games' saga
cheers

49
General / A Thread and RenderWindow issue - My poor Super Mario
« on: November 08, 2013, 01:48:10 pm »
Hello Ladies and Guys from SFML

I'm extending my Super Mario game, and decided to introduce multithreading to increase its performance

Before, I had something like this in my main loop:

while (true)
{
     DrawBackground();

     DrawLevelPlace();

     DrawSuperMario();

     DrawEnemies();

     DrawForeground();

     delay();
}
 

Now I'm changing each function into the loop by

void DrawLevelPlace()
{
      while()
      {
           the same than before
      }
}

and remove it from the main thread main loop and


Thread thread1 = new Thread(new ThreadStart(DrawLevelPlace));

thread1.Start();

 


********
It produces a console message: "Failed to activate window's context" repeated several times

I admit I'm not an expert in multithreading, just know the basics, but I learn fast

Would you help me?

Thanks

this is the last version of the program that I upload to dropbox

https://www.dropbox.com/s/2v13d30js73bhsb/My%20New%20Super%20Mario%20Bros.rar



50
SFML projects / My Sonic the Hedgehog game (goes fine, but need help)
« on: September 23, 2013, 07:06:18 am »
Hello, Ladies and Guys from SFML

I'm working on a Sonic the hedgehog game, cos I'm a fan of it, and Mario, since I was a child
By now, it works fine, has 4 Zones, 2 Acts each one, and has an interesting memory problem

Here's the link to download my poor Sonic (exe, dlls, and data files, in a .rar)
https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar

My system is Windows 7 Ultimate, 32 bit, and the program is written in C#

I would need to know these:
* Should I post a link to the source code? (I would have no problem)
* There's a problem in the app, it throws an Exception of the OutOfMemoryException class, when loading Zone3Act1; Is it allowded to ask help about that here? If it's not, please tell me where it is (I already asked in the Help->General, and nobody knew how to solve my bug); if it is, then I explain it below;

On each game level, the program calls the LoadZone?Act?() method, which loads 2 Images (.jpg that are there in the LEVELS subfolder), the level's foreground and background ... in some levels, by now the background is null ... the Images are local variables, that are passed to 2 Sprites[,] splitted into 1000x1000 Textures
First I built the Images in runtime, and saved them to files (Image.SaveToFile()) ... when the app runs with the 1st option, it works fine (excepting for a casual SEHException - that I don't know what it means), ... but when it loads the Images directly from the .jpg files, it throws a disgusting OutOfMemoryException when attempting to load Zone3Act1.jpg ... I don't know how much RAM my program needs, but my system has 2 GB, ... then I ran the game, starting on Zone3Act1, and it ran up to 4-1, where occured the same problem

I tried Image.Dispose(), Texture.Dispose(), etc, etc ..., reallocating the objects with "new" ...

Perhaps if you see the code, someone will find the bug ... there are many files, but those where the problem could be are 3 or 4, and they aren't too long

If it isn't the correct place to talk about this, I'm sorry, and please tell me where should I do
Thanks

Pablo
(Bs As Argentina)

51
Hello Ladies and Guys from SFML

i m developing my own Sonic game, and my poor hedgehog runs out of memory ... my PC has 2 GB RAM, and my application uses at most 150 MB ... here you can see the program, and how it crashes at Zone 3 Act 1 or 2

https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar

Really i don t know if this has to do with SFML, or just with C# ... or perhaps with both

However it is, i would apreciate your help very much - if possible - ; otherwise, thanks the same, and sorry if this topic does nt concern to SFML

Respecting to the code that is always requested when posting, i don t know what files, classes, or methods to paste here, because (i understand) the program is an integrated system, then the error could be at any place, note that it is a runtime error, those are the most difficult to detect

i would have no problem to send or upload the entire code, or just the files (3 or 4) where it would be more probable the error is

Actually, the OutOfMemoryException is thrown ALWAYS by the Image() constructor at loading Zone3Act1.jpg, from where I suposse it could be a circumstance of the (SFML) Image class ... i mean, the Exception could have been thrown while assigning:

attribs = new byte[XLIM, YLIM];   // XLIM = 20000, YLIM = 2000

that occurs just before attempting to load the Image

The Images (2) fore and background, are loaded and splitted (as Laurent taught me) into 1000x1000 Texture[,] (local) and them, placed into (class members) Sprite[,] sprite, bksprite

If i should explain myself better, please let me know

Thanks for advance

Pablo

52
Hello Ladies and Guys from SFML

At some persons PCs' (not mine) my SFML and C# apps don t run, and the command shell says:
(more or less)
"I can t load csfml-graphics-2 DLL"

Does someone knows how to solve this problem?

Thanks

Pablo

this is one of the apps with what this occurs
https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar


53
Graphics / Collision Method? My Sonic the hedgehog SFML & C#.NET
« on: July 26, 2013, 06:03:22 am »
Hello Dear Ladies and Guys from SFML

Could you tell me if there is any 'Collision function' or method, for example, a function that returns true if two sprites join at some point(s)?
I hope I m not wrong at choosing the Forum (Graphics)

I need this cos at my Sonic game, there are some oblique objects, then I cant test the collision with a square or rectangle

please tell me the function name, and its class, for example:
bool Sprite.Collision(...)   (I already searched and tried this but doesn t exist)

here I give you the aplication, it is still on development
https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar

Thank you very much in advance

Pablo (Bs As Argentina)

54
General / How to avoid alpha blending on .gif images?
« on: May 20, 2013, 05:08:40 am »
Hi Ladies and Guys from SFML

Can you tell me how to turn off the alpha value on a .GIF image? That is, that it only should use RGB, not A, as is Alpha was 255 (opacity 100%)
I m guessing, but something like:
sprite.Alpha = false;    // I m using C# .NET, NOT C++
Actually, I tried to find some attribute or method that does this, but I didn t

I m making a better version of my Mario game, and one of the changes was to convert the .bmp images to .gif, as it is the same color quality and the .gif are smaller ...the .bmp displayed alright, but some of the .gif, mainly those converted from .png files, does nt display, or display with some transparency

Or could you tell how to delete phisically the alpha channel from the .gif files?
I m sorry, I m very bad as an artist. Programming I stand better.
Exactly my problem is being that Kuppa, at the castle end, started invisible, then semi-transparent, and many other enemies flashes, cos some .gif don t display, plus Mario sprite images transparent color is not transparent ...
is there any problems with .gif images?

What does work fine is the transparency effect of the water, and the lights in the cavern, that are .png files (cos they need alpha)

Thank you very much!

Pablo
Bs As Argentina

55
General / Cant read DLL s on some PC s - My Mario Game with SFML
« on: May 16, 2013, 03:21:35 am »
Hello, Ladies and Guys from SFML
I ve done a Mario game with C# and SFML, and in some PC s (Windows 7 as most), it throws a strange exception: (in brief) "Cant read sfml-graphics-2 cos the linking error register is disabled" (more or less)
I already detailed the message from the command shell on my last post, when was solved my last problem
I suppose it cant read other dll s either, not only sfml-graphics-2 ...
My intention is to be able to run my Mario game in all PC s, and dont know if this has to do directly with SFML, but I ll thank those members who can help me to enable the thing that allows my application to read the SFML DLL s and then to run
Pablo
Buenos Aires Argentina

56
General / My Mario game crashes if I click the mouse
« on: May 09, 2013, 12:51:42 pm »
Hello Ladies and Guys from SFML
I made a Mario game with C# .NET and SFML,

https://www.dropbox.com/s/akpuofnp6tdro7e/Super%20Mario%20Bros%20by%20Pablito.rar

My problem is that if I click the mouse while it is running, it immediatly crashes.
I tried to disable the mouse but just was able to set it invisible
If the applicaction is minimized it also crashes at restoring
A letter appears like "Your app stopped working", but at its background the app still running Ok but the screen has turned gray ... and if I press "Wait for the app to respond", the letter leaves and appears once and again

If you want, you can see this by yourselves, downloading and running the program

Could you help me,  and my program to be mouse clicking safe?
Thank you very much

Pablo Marty (Bs As, Argentina)

PS Now I m working in a very nicer version

57
Graphics / Need to set alpha of an image - and my game with SFML
« on: October 24, 2012, 12:39:08 pm »
Hello Ladies and Guys from the Forum
I m Pablo from Bs As Argentina, I made a Mario Bros game with C# and SDL, then I moved to SFML cos in SDL didn t work the direct input functions and had no support for C#, and I needed to use Threading and ignore the Events ...
Since yesterday I have been translating the SDL code to SFML ... there were 800 errors, now remain 6, that are about the Alpha component ... I dont know and couldnt find how to set the alpha value to an image (to all its pixels) ... and I need this for the ilumination in some levels of my game
Something like
image.Alpha = 128;  //(and all the pixels should be ARGB(128, R, G, B))
or whatever it is the syntax
Thank you
Then when I solve this I ll send my game for you
Pablo

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