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Messages - Halsys

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31
General / Re: CodeBlocks 12.11 SFML 2.0
« on: February 17, 2013, 02:02:51 am »
Did you include everything(anything important*) in SFML's lib folder**- Under Linker settings?
Then include SFML's Include folder -under Search Directories under Compiler
Then do the same for SFML's lib folder -Under Linker(Next to Compiler)
Want me to post some pictures to help?

*You need Window,System,Graphics,Audio and maybe Network(If you want it)
**People Frown on this but it work for me... You don't have to do the SFML_STATIC OR DYNAMIC under #defines

32
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 17, 2013, 01:25:59 am »
Quote
To integrate with Box2D you could have a few modes: 1) Each frame a Spine skeleton is posed with an animation, then the Box2D parts are positioned to match the bones. Physics don't control the body parts. 2) The Box2D parts are not posed with the animation and physics takes over, giving a ragdoll effect. 3) A mixture of this, eg animate everything but an arm that is injured.
Suppose that cant hurt.... All the things you suggested are pretty much what I'm going to have to do then.

Quote
We have been working on the generic C++ runtime (almost done!). This handles loading the data, provides a nice object model to manipulate the data (bone world positions, create animations programmatically, etc), can apply animations to a skeleton, and also blend animations. It does basically everything except rendering. So, for SFML support all that needs to be done is implement the rendering.
Well in that case, I will talk to my dev partner and get it.... But after your done with the C++ that is... Going to have to sit here code something else on my game then. :D Thank you.

33
Feature requests / Re: sf::Sprite::FlipX/Y
« on: February 17, 2013, 01:02:53 am »
You can flip a sprite if you give them a negative scale...
sf::Sprite RandomSprite;
RandomSprite.setOrgin(RandomSprite.getGlobalBounds().width/2,RandomSprite.getGlobalBounds().height/2)//So the orgin(aka center) is in the center.
RandomSprite.Scale(-1,-1);//Flips and Backward
RandomSprite.Scale(-1,1);//Backwards
RandomSprite.Scale(1,-1)//Flips
 
Your welcome... Maybe should be said somewhere in docs that you can get away with this.

34
SFML projects / Re: Spine: 2D skeletal animation for games
« on: February 17, 2013, 12:42:07 am »
I actually saw this the other day(One of my dev partners wanted to throw this in the game we are making)
I would really love to have this for my game... but I'm not sure how I would link this with something like Box2D.

One other thing too... your web site said it will include libgdx and corona but how easy is it to make it link up with something like SFML? Ya you also mentioned you could export it to Pngs or Gifs but that simply wont work with what I'm doing and maybe some other people. So do we also get the code for the Libgdx and corona runtime toolkits? so we could port it to SFML and C++? Or are we kinda left in the dark with Json and Binary code? Really want to know.

35
General / Re: sf::View with OpenGL on top
« on: January 08, 2013, 07:53:23 am »
Thanks for helping me on that. The code you gave me and the window pushGL/pullGL got it working. Now I can continue working on the game and work on more complicated stuff with DebugDraw. Sorry for taking your time and thanks again! :)

And for the "No" on the 3D module, Sorry for sounding lazy. Also what I said about DirectX, That's what I used first before SFML... I switched to this because I felt like DirectX lacked a lot of things I wanted... Being cross platform was one of them.

Anyway, Thanks.

36
General / Re: sf::View with OpenGL on top
« on: January 07, 2013, 01:11:13 pm »
I looked at glulookat(Which removed the geometry or moved it out of view) and I think that would have worked if I wasn't so tired from working on this. Sounds like I'm going to have to man up and code the DebugDraw in SFML... Which I thought about first but I figured out I could copy/paste the testbed draw stuff and modified it to my scale for the screen and objects of SFML. I'll work on this tomorrow(later today) but if you or anyone else found/finds/knows a fix for it, I'd be grateful.

I also thought about adding the cameras position to each OpenGL point as a offset, for an illusion of a camera... Which might be a mess of code in the end... It might work... It might also be very inaccurate.

Also a simple 3D camera would be a nice feature for SFML, Maybe with some fancy 3D stuff like triangles and quads... Considering that the OpenGL camera is really hard to work with.... Makes me want to use DirectX. :/

37
General / sf::View with OpenGL on top
« on: January 07, 2013, 10:10:29 am »
I'm setting up Box2D with my game still and I need the DebugDraw stuff on top (of SFML) to see whats going on under the hood. In my game the sf::View Camera fallows the player but doesn't move with the OpenGL stuff... I expected that but is there a way to cheaply fix it to where I can move all this OpenGL geometry to be lined up with the Camera as a whole? I could code all the DebugDraw stuff to use SFML instead but I did a lot of work for this so far. Any help on this would be awesome. :)


38
SFML projects / Re: Project:Red
« on: January 03, 2013, 06:18:31 am »
Progress update...

Got Box2D to work with my game... Still nothing fancy...Yet.

39
SFML projects / Re: Project:Red
« on: December 20, 2012, 09:35:38 pm »
@Tank This is funny because the guy who makes the music lives in Berlin.
But the guy who made the video lives in the UK... That's just stupid really.

@eXpl0it3r Thanks for doing that. And about the randomness... The game is going to be random but not in the sense as the video really. The video had to work with the music, The music in my game has to work with the game, and so the quick scene changes in the video wont happen in my game.

@masskiller Bullet Hell, eh? Sounds awesome, Cant wait to see the pictures!

40
SFML projects / Re: Project:Red
« on: December 20, 2012, 10:52:43 am »
Hey, thanks man.... I'v always wanted to make a great game and now i'm finally doing it.
I'm also very determined to make this game happen... I'm taking small baby steps to make it happen.

I also wish you luck on your game, I kinda wanna see what you have... Mind sending me a link to what you got so far? When you said were in the same boat, you kinda got me curious on the game your working on. Sounds like your pretty attached to your game... and that's a good thing. Something Most company's refuse to take to the heart... I almost only see it in indie games.

41
SFML projects / Project:Red
« on: December 20, 2012, 04:27:22 am »
PROJECT: RED
FYI... That's not going to be the name

Its nothing special and its still very much a prototype... Nothing near to what I want the finished prototype to look like. All of the art and music is going to be based off of the artist Boys Noize. So its very much a musical game. The art style is something I got from when I was watching this video by Neal Coghlan.

So imagine a game featuring all of the traits of that video... including the Hard red color and the awesome music but as a platformer. My friend, the art Director, plans on making it a smooth and very rounded game like the video. Here in the pic, there all pixel art but carry the same vision I had.


I will plan on releasing a demo on this forum, not a full copy and no source code. You can ask me in a PM if you wanted to know how I did some things... Like the Tile Management. anyway, the game is very much in the beginning stages... and its my first game ever.... So development is going to be slow and controlled.

List of things I plan on adding:
  • Physics from a 2D physics engine
  • A lot of musical content
  • The ability to make your own levels
  • Multiplatform - Right now its Linux and Windows... maybe more
  • Controller Support
  • 3D?
  • Maybe more

Legal concerns pertaining to the use of Boys Noize's music:
The music in the game is going to be mixed like a common remix you find on the internet. I'm also taking measures to make sure that none of the music sounds like the real thing it came from. So you cant record the game to get a full copy of a album.


I hope you guys find this more promising than the posts/topics I made before...
You guys helped me this far... don't kill the dream.
Oh and if you guys have ideas or suggestions.... Go ahead and ask.

42
System / Re: My Time is broken
« on: November 28, 2012, 05:08:07 am »
*Head Desk*
Thank YOU! :D
For some reason I thought it would remember I like my sandwiches(Time) like that but I guess not.
Other than that,Thank you!

43
System / My Time is broken
« on: November 28, 2012, 04:27:47 am »
*Sigh*.... Alright I want to keep a certain thing to keep drawing for 3 seconds & have my player move on a delta, but! When I try to do all this it ignores time itself. So when I try to do a std::cout to see whats going on, it tells me 3e-006 or some other number and never changes.


I got 2 scenarios here trying to show the time as a example and it does the same thing for me:
it will display on the console like: 3e-006 3e-006

#include <SFML/Graphics.hpp>
#include <SFML/System.hpp>
#include <iostream>

int main()
{
    sf::RenderWindow window(sf::VideoMode(800, 600), "Keyboad Events");
    window.setFramerateLimit(60);
    sf::Clock Clock;
    sf::Time Time = Clock.getElapsedTime();

    while(window.isOpen())
    {
        sf::Event event;
        while(window.pollEvent(event))
        {
            float time = Time.asSeconds();
            std::cout << Time.asSeconds() << " "<< time << std::endl;
            if(event.type == sf::Event::Closed)
                window.close();

        }

        window.clear();
        window.display();
    }
}
 

Some major help is required here...

44
SFML projects / Re: My new Project
« on: November 26, 2012, 09:28:33 pm »
Nicht schlecht

Wie ist mein Deutsch?

Quote
my brother-in-law has the same problem whit my program, he runs windows 7.
Well this is Fubar... Allright... We downloaded it... it worked... try downloading the copy you gave us and run that?

45
Window / Re: Mouse/Keyboard Event issue
« on: November 26, 2012, 09:21:15 pm »
Might just rethink how the game is going to be built... as you saw... Everything was Everywhere.
It needs to be simple and clean.... Back to the drawing board and taking you up on that advice.

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