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Messages - Halsys

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61
General discussions / Re: Hi?Question...
« on: November 09, 2012, 10:55:06 am »
Ya, Doesn't appear to exist with my copy of Code::blocks.
I saw Sprite.draw, But I couldn't figure out how to use that either.
Its been bugging me for weeks. Maybe I just need to rebuild SFML 2.0... and see if that works.

62
General discussions / Re: Hi?Question...
« on: November 09, 2012, 10:23:47 am »
Well that's what I have been doing any way but I keep on wanting to plan ahead.
If it wasn't for classes, I would be tearing my the hair out from my skull.
I have been using my mock up Actor class which will be the base inheritance for future Game items(Players, enemies, Doors, Weapons)... So I only need to issue drawing for one kind of class...
Whats a pain to think about is purely Graphics, I would use Window.Draw(X) but that appears to have fallen off the face of the earth so OpenGL is my only option, No biggie... Because its a 2D game it might actually help.

63
Graphics / Re: sf::Shader (GLSL) and texture2DArray?
« on: November 09, 2012, 06:57:01 am »
Agreed, Kinda a pain to work with.
Would most likely fit the budget for small 8 bit sprites or Menial stuff like Icons.
I wish they had a better way of storing the data for my idea but that seems non existent for the moment.

Never used Texture 2d arrays before.... but that sounds like something I could use too... let me know how it goes.
Until then I'm hard coding frames and loading them sporadically.
If anything else I helped you somewhere...

64
Well if the X is doing fine and the person likes it? Why try Y if X is fine?
If it does its job and does it without lost hair or a broken blood vessel... Its a fine IDE by anyone.
Preaching Y would be pointless if someone is use to it for too long. Its a whole new habitat.
As for "Making" SFML and Building it, should be a easy job not a trivial one.
My post was probably not worth the Time, but that's my 2 cents.

65
Graphics / Re: sf::Shader (GLSL) and texture2DArray?
« on: November 09, 2012, 06:21:34 am »
What I do is something a little more interesting... and costly but extremely helpful at times.
Gimp 2.0 (Maybe you know) has a Exporting Capability that you can export files as .H or .Cpp files.
You heard me... You can keep the files in the memory and without sending it everywhere to be read or something like that. Instead it would be known period in the code.

Down side, not extremely efficient if you have a REALLY large texture file and it can be really cumbersome to deal with unless you have a more streamlined workflow. That case you save, build and forget.

I use it for Icons and Gui Bitmaps.

66
General discussions / Engine Dev or Game Dev...Which one goes first?
« on: November 09, 2012, 05:38:06 am »
Uh hi, new member here on the forums.
Been using SFML 2.0 for quite a bit sometime here, Working on a bunch of prototypes with it.
I just wanted to say hi, from the United States and wanted be part of a great library and its community.
I might ask a few questions here and there about some things.... I'm still pretty Avid with C++.
Your Forum header for General was "For everything that is not a help request"...
So if this is not supposed to be here... let me know, please?
I might show you guys a couple of my Prototypes I have been working on...
So, Ya... Sorry if this odd for anyone and there standards.
If I didn't say hi, it would have eaten away at me for not.

Oh and a quick question? Is it smart to build a engine or focus immediately on the game? or Both at the same time? Not all questions are stupid... not that its stupid at all... Okay maybe to me its stupid.
When I think of triple A games, I think engines and Vivid graphics. Ie:Source or Unreal or Frostbite
When I think Indie games, I imagine Very rushed primitive mock ups. Ie: The prototype of Worldofgoo or Braid
This is coming from somebody who over plans everything... and maybe over think too.
Which one is best any way aswell?

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