Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - Tigre Pablito

Pages: 1 ... 11 12 [13] 14 15
181
well, i'll try to do a reduced sample and post it soon
perhaps it could be a problem with SFML but just for slower processors with 64 bit system, with due respect
because on the same hardware with 32 bit system it didn't happen
i attach the screenshot with my GPU info
yes, movement (and also FPS i suppose) is very slow, for example, on a jump it takes several seconds from take off to landing, and i also feel that keyboard delays on respond
Thanks

182
Hi eXpl0it3r and People

i have just run the app in Release mode and it's just a bit faster, but too much under the expected 50 FPS, i calculate a bit less than a half  :P

i think the main problem is that my processor is 2.3 GHz, cos in a PC with 64 bit system but with 3.5 GHz processor it ran fine. Also on my same machine when it had the 32 bit Win 7 it did.  :-[

Could it be something of the DLLs or some strange configuration on the system, or of compatibility? It's very strange that on my same machine but with a 32 bit Win 7 the game run fine and now on 64 bit Win 7 it doesn't.

Well, i'll try to reduce the code ... i don't know how i will do with the methods that are called in the main loop that are quite long ... does the reduced sample have to run Ok or just I have to give the main code itself?

Thanks  ;D

183
General / Re: Help With Space Invaders Style Game Class. Just started SFML.
« on: November 28, 2015, 04:26:00 am »
Hi Infinity Squared Software

Though I don´t know much about C++, I think this concerns more to the SFML library, precisely to the signature of the draw() method (or function). It returns nothing and it takes a 'drawable' such as RectangleShape or a Sprite. Then you shouldn't pass as an argument an object of the class Enemy.

You could add to that class an atribute or member that is 'drawable' and load into it the shape you want to be displayed and call draw() with that Enemy object's member as the argument. Something like this:

window.draw(enemyOne.image);
(I'm not sure if it is as above or: window.draw(enemyOne->image) )
beeing 'image' a class Enemy member of any 'drawable' type

Respecting to the repetition of code, i suggest, as Jesper Juhl said, to use loops (for, while), and matrices (or vectors, or arrays) with them; I try to write an example: (let's suppose the Enemy class constructor recieves to ints)

int vector[][] = new int[5][2] {{34,21},{53,82},{27,36},{14,45},{31,63}};
int a;
Enemy enemies[] = new Enemy[5];    /* replace the magic number */
for (a = 0; a < 5; a++)
    enemies[a] = new Enemy(vector[a][0], vector[a][1]);

then you could display the 5 enemies as below (in real life there would be many more):

for (a = 0; a < 5; a++)
    window.draw(enemies[a].image);

supposing you have declared before into

class Enemy {
public:
      Enemy:Enemy(int a, int b)
      {
            .....
      }
      sf::RectangleShape image;
      ....
}

Something I don't know if you have already done is the class Enemy logic (movement, attack, destruction, etc)

I can't help you with C++, but perhaps you would like to review some issues about it, such as loops, vectors o matrices (arrays), ... and i suppose what concerns to class structure, pointers, ... etc

what i tried to illustrate for you are alghoritms, a logical piece of code that helps us to do what we need (more efficiently), they are neutral to every language. About them, perhaps i can help you further ... i'm afraid C++ not

good luck!
Pablo
Bs As - Argentina







184
Hello, Dear Ladies and Guys from SFML

Last time i asked you about this issue, but i didn´t include any code, as some of you said.

My problem still is that my poor Sonic game runs very slow on my 64 bit Windows 7 system Pentium(R) Dual Core T4500 2.3 GHz 2.0 GB RAM.
On the same system, but on a 32 bit windows 7 this issue did not occur at all. Neither on another 64 bit system with 3.5 GHz processor. So I suppose and hope it can be solved.
I know the app demands the processor so much, but on the 32 bit system it was the same.

As some of you told me, i tried with drivers, and i failed (or my system was missing none). Here i give you the link to the .RAR file that contains the project file structure for C#.Net with which you can build the .EXE, and the folder tree containing the .EXE, the 64 bit SFML DLLs and the DATA FILES folder. If you change the DLLs by the 32 bit ones on the Debug folder where the .EXE is and in the References node, you can run it on a 32 bit machine.

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

I ask you please to assume that i manage to program more or less fine, and for other matters related to systems and PC handling i'm quite fool. I´m trying to be sinceer.

I don't know if the code is too much or not. It is entirely in English. Please tell me if there is anything more I can do for you to be able to help me better.

I would apreciate your help very much. Thanks

Pablo
from Bs As - Argentina

185
General / Re: My poor SFML games run very slow on 64 bit system
« on: August 07, 2015, 04:17:46 am »
Hi people,

I'm trying to get or update the graphics accelerator drivers, as one of you told me

does anyone know from where I can download them?

mi system is Pentium Dual Core t4500 2.3 GHz

thanks again

pablo

186
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

187
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)

188
SFML projects / Re: Any .NET open source game written in SFML.NET?
« on: August 23, 2014, 07:00:02 pm »
Hi all there, Ladies and Guys from SFML

I was looking on this section of the forums, and casually saw this ... Rydra, have you found what you needed?

I know we are the fewest who use C# .NET for making games with SFML , I also had some difficulties to get started, since this

I have 2 games, for which I have asked help in these forums many times ... actually 12 hours ago I posted to ask if someone knew why on some 64 bit systems they ran slower ...

Here is the code ... it has to be compiled with the 3 SFML DLLs (32 bit or 64 bit) sfml*.dll (add them on the References node), and all 8 them have to be in the .exe folder

https://www.dropbox.com/s/7evk5fjbmk0cgyo/SOURCE%20CODE%20MY%20SONIC.rar?dl=0

perhaps this app is quite big for you to get started, ... maybe I could make a smaller demo ... what kind of game you want to make?

this is the entire pack, for 64 bit systems, you can replace DLLs and rebuild if yours is 32 bit
obviously it can be improved much, and it has had problems ... but works  ... not so far ago, I had thought on making some kind of tutorial with it -as I haven´t seen (or found) another one that type (2D - plattformer) - but the idea didn´t prosper

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

please let me know in case you are not already done on this SFML.NET issue

Regards


189
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

190
General / Re: A Thread and RenderWindow issue - My poor Super Mario
« on: November 08, 2013, 08:35:30 pm »
Thank you all, Guys (and Ladies)

I was lucky to find the answer considering I'm very inept on searching, plus I'm lazy

.... Not so lucky as binary1248, but I stand .... (1048576 hi hi hi) ... even that I spell correctly, in general

Laurent, I can't compare with your knowledges, but I think that what you gain with multithreading concerns more to processing code, that is, not when the cpu draws to the screen, but when it thinks and does calculations, ... and in my poor Super Mario that is quite important part (trajectories, movements, attacks, scrolls, etc ...)

TheRabbit, you're right, troubles exist ... I'll get through them, ... and these are not the worst, in any way or another I'll learn this interesting issue

And, actually I applied what I read from the tutorial and now the application already runs vissibly faster, though there appeared a few problems, I'm working on that ... but it works, now I see again the graphics

Thanks to you  :)  ;)

Before you remember me, I'll post the link to my poor Mario very very improved  ;D  8)
 

191
General / Re: A Thread and RenderWindow issue - My poor Super Mario
« on: November 08, 2013, 02:31:05 pm »
Thank you, Laurent

Could you give me the link, web address, or how to reach the place where the answer is written?
I googled "sfml tutorals" and didn't find it

Actually, not only I want to improve my game, also I want to practise and learn multithreading, I think it is the greatest thing of .NET

I don't know if you saw the game in the link, it isn't multithreaded, it's the last update I uploaded ... maybe it's slow cos it isn't multithreaded ...
Don't worry, I'll learn well, I love programming and games, and my brain is almost the only thing I have

Thanks again

192
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



193
SFML projects / Re: My Sonic the Hedgehog game (goes fine, but need help)
« on: September 28, 2013, 05:18:52 am »
Well,  :)
(*) I'll try to reprogram the Zone2Act1 boss, so that it's easier and quicklier to defeat, ... cos I'd like to know why (in my PC at least) my app crashes out of memory(on 3-1), and if this occurs on other PC's  :(

(*) The level images were drawn (or can be redrawn by modifying code) in runtime by the same program, then saved to .bmp files with Image.SaveToFile() function ; I can swith weather it redraws and save the image or if it loads the existing one from the file (the versions I posted load the images from files, that is faster)

as the bmp's where extremely big, I saved them as .jpg files ... I don't know why that purple stuff remained at the ground and trees contour  :o
Is it possible that converting .bmp to .jpg has distorted the image? I used Paint ... I guess you won't agree with that ... well, I'll try some things and as a last resource I'll try using GIMP

Please some advise for fixing the images files?  ;D

(*) About the oscillation, two things:
* - that part of Zone 2 Act 1, which is like a cavity where join 2 curved ramps, if it is the place you mention, the error (or imprecission) there, is that when you walk on the ramp (all the quarter ellipse line), the hero is controlled most by inertia and a preset trajectory than by the user input, ... that is quite sophisticated, but I will try to improve its physic  8)
* - the error (or imprecission) in the level design is that both curved ramps are too close each other

/////
(what you didn't reach to see is the slopes, in 2-2, they are very well now, not glitchy and also the hedgehog inclinates normal to the terrain ... definitively trigonometry, curves, etc, are more tedious than 2-1 boss ... but result is nice  ;)

I'm going to do the list of things that need to be corrected, work on that, try to improve the level design, check out some words' meaning in the online dictionary, and then post again with all bugs(listed up to now) fixed  :P

194
SFML projects / Re: My Sonic the Hedgehog game (goes fine, but need help)
« on: September 28, 2013, 01:43:12 am »
Hi, Nice Ladies and Guys
Very very sorry for the delay, I just have been working hard to fix the errors and bugs you detected in my poor Sonic ; Actually I thank your critics very much
Here are the fixed versions

Sonic 64 bit Download (Fixed)
https://www.dropbox.com/s/xm54luwk8wehynb/Sonic%2064%20bit%20by%20Pablito.rar

Sonic 32 bit Download (Fixed)
https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar

Source Code (Fixed)
https://www.dropbox.com/s/tzts0sy3s6hswj4/SOURCE%20CODE.rar

ABOUT CONFLICT 32 - 64 BIT
What I found out, is that the C# Code is the same, but to port my program to a 64 bit system, I just have to compile it with the SFML.NET DLLs that are for 64 bit, those in the x64 subfolder in the SFML.NET pack, then what changes between 32 and 64 bit systems, is the DLLs ; actually I built both a 32 and a 64 bit version of my poor Sonic game

ABOUT THE ERRORS YOU HAVE MARKED
* Now the character name is Ok;
* Now when the Lifebar is 0 you die, when your lives == 0, you are game over
* Now the slopes or gradient terrains effect is correct
* Now the "memory used" messages have gone
* Now the error on Level 6 (Zone 3 Act 2) is fixed, (it was a bad file)
* Now when starting a level, displays a letter "ZONE # ACT #"
* Now you can exit normally with the Esc key

ABOUT THE LOOPS
To gain impulse and pass through the loops and curve ramps, you have to do the SPINDASH,
that is this: You croach (hold down Down arrow key) and then you become an electric round saw, or spinball (press once and again the Space bar); then release the bar, then release down key, and then hold down Right or Left key, depending you re going forward or backward
Though I increased the maximum speed of the SPINDASH (rolling forward), it already worked before

WHAT IS PENDING
* perhaps there are still any bugs, but I m sure now there are less 
* in my system, I run on an OutOfMemoryException when trying to load Zone3Act1 level image, that is thrown by the Image object (maybe I wasn t able to free previous stuff properly?)
* I know very well I have to get better graphics and better level designs
* I forgot to separate the bosses' lifebars from the players' one
* The glitchy movement on the curves

-----
Yes, Knuckes is the only who can glide and wall climb, Tails can fly and attack with her helix (the 2nd not yet implemented), and Sonic can do different movements at jumping if he has a bubble shield

I ask you about how to solve the memory crash, and also, if you see more errors and bugs, it will be apreciated
Meanwhile I ll continue working, but think the memory crash is the most important thing ... I don t know if it could be a bug on my system ...
Thanks

Pablo

195
SFML projects / Re: My Sonic the Hedgehog game (goes fine, but need help)
« on: September 25, 2013, 12:36:05 am »
It's OK, come on everybody!  :)
I don't know why, a few files had gone, now I restored them, removed the "memory used" messages, and reuploaded the 3 rar files, that are

Sonic 32 bit Version
https://www.dropbox.com/s/9ikj1kbm53oqpp3/Sonic%20the%20Hedgehog%20by%20Pablito.rar

Sonic 64 bit Version
https://www.dropbox.com/s/xm54luwk8wehynb/Sonic%2064%20bit%20by%20Pablito.rar

Sonic Source Code both 32 and 64 bit
https://www.dropbox.com/s/tzts0sy3s6hswj4/SOURCE%20CODE.rar

It would take you about 5 or 6 minutes to reach Eggman on the Zone 2 Act 2, ... that is where it launches an OutOfMemoryException, on trying to load Zone 3 Act 1 ... The problem should not be that there's no more memory in my system, I have 2 GB, then I think now it's all fixed excepting that ...  :(

(at act 1 ends, you have a mini boss, at act 2 ends, comes Dr Eggman (Robotnik))
(you hit enemies with Sonic become a spinball, jumping or rolling, if not, or if touch fire or a hog, you are hit)
(to pass over the ramps, do the spindash: hold down Down key, then press Space once and again, to gain impulse, then release both and press forward key(Right or Left, depending))

The issue of the bars in the initial screen, the invisible stuff, etc, I supose they don't have to do with my C# code ... perhaps it's the 64 bit system

Thanks for your patience  :D

PS please don't select Tails the Foxhog, there's another bug by now, she can't run on the ramps nor fly ... I'll fix that  8)

Pages: 1 ... 11 12 [13] 14 15
anything