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 - santiaboy

Pages: 1 ... 4 5 [6] 7 8
76
General / Re: Collision detection and sliding alongside walls.
« on: April 12, 2013, 11:22:46 pm »
I'm guessing is a 2D platformer, as you never said if it's a top down camera or what..

just when the character is falling and next to a wall? if you already have the collision, you are halfway there! you need to think how to SLOW THE DESCENT OF CHARACTER DOWN ;)

Aaaalso, I think you look into using gravity

77
ah, I only tried arcade mode, so there were the red circle, and the red circle with white outline

so, there are 6 circles :p

78
I've tried your game 8)

It's a solid game, and I think the music fits perfectly. What I would add is a "go to the next level" when you finish one, for example, you are playing level 1, you beat it and then you unlock level 2, the player should be able to go straight to the new level as it makes him/her keep playing. Kind of like bit.trip runner, or many IOS games such as cut the rope.

About the difficulty, maybe you should add a level or two, between level 1 and level 2 as the difficulty rapidly ramps up, and may put off some players.

Also, I think you should where the player starts in the level. In the same way you showed where he crashed, you can show where you start!

Lastly, I don't know if you are using the console to debug or what but there's an option (at least on code::block there is) to launch a GUI application instead of one with the console. So the .exe will launch as usual, only that the console won't launch.

Still, it's a really good game, keep updating it!

EDIT: I also liked that you show the past lives (how you played) and that there are 2 circles, one when you press space and one when you are not

79
SFML projects / Re: Platform - The simple platformer game
« on: April 08, 2013, 02:48:16 am »
Platform - VERSION 0.9

What's new?
New settings loader and saver!
New in-game settings menu

Bug control:
Fixed the bug where your jump would reset if you were pressed against a wall (Thanks Gobbles!)

Donwload link (Only windows OS for now)(~12MB): http://www.mediafire.com/?t93x7xauupxkdjs

80
General discussions / Re: Unofficial Nightly Builds
« on: April 08, 2013, 02:33:16 am »
Sorry to bother you again
No problem! :)

So you're using Code::Blocks 12.11 with the compiler MinGW TDM, right?
What have you been using before?

Code::Blocks 10.05 with the GCC compiler and GDB debugger from MinGW.

Quote
Big explanation

Before I had to include the SFML dll, and none of the other 2 ("libgcc_s_sjlj-1.dll", "libstdc++-6.dll") , but I didn't need to add anything to other linked options. I guess I'll go with Dynamic SFML & runtime libraries, adding the 2 dll to the folder isn't enought reason to downgrade code::blocks to 10.05 haha

Thanks for the explanation! :)

81
General discussions / Re: Unofficial Nightly Builds
« on: April 08, 2013, 01:53:38 am »
Sorry to bother you again, but this is the first time I updated SFML since I downloaded RC :P

I downloaded [5c46daacd4] MinGW TDM GCC 4.7.1 32bit version, and everything went OK. However, when I try to run the .exe outside code::blocks, there's an error requesting "libgcc_s_sjlj-1.dll", "libstdc++-6.dll", which I never needed before. I have them on my code::blocks folder. I know that I have to copy them to the folder or link them statically, so the question is this: Why do I need to do this now when I never needed before? Does it means I made some kind of error while trying to update?

82
General discussions / Re: Unofficial Nightly Builds
« on: April 07, 2013, 01:42:06 am »
Sweet. Thanks for making this job of uploading the nightly builds! ;D

83
General discussions / Re: Unofficial Nightly Builds
« on: April 06, 2013, 08:58:02 pm »
Thanks, I was becoming crazy due to nothing appearing on screen. Also, I used to call setFont AFTER setPosition, which made everything be more to the right than it should be.

Do you know if when SFML 2 finally releases (the 2.0 not the RC) do I have to compile it again or it would be like this nightly builds or will I have to use CMake?

84
On the first topic, my bad. I have to change all my code now! :(

The error was before, so anyone googling the error, could come across this thread. I'm going to mark it as SOLVED without the guesses to avoid confusion :)

Thanks for the color thingy, I don't know where I got that was the right way.

85
General discussions / Re: Unofficial Nightly Builds
« on: April 06, 2013, 07:00:59 pm »
Hey, I downloaded the last nightly build (Latest (2013-03-15) [5c46daacd4]) and I have a question.

Has font::getDefaultFont() been erased? I can't seem to be able to use it, and so if I don't have a font of my own every text is 0 width, 0 height and doesn't display for some reason

86
EDIT3: I didn't removed it because it may help someone. If anyone can tell me if I have been doing the color thing all wrong, please do.

I had a code::blocks version (10.02 or something like that) and I saw there was a new version, and I thought, hey let's update.

First, I tried compiling my Platform project, and this error happened: "error: cannot call constructor 'sf::Color::Color' directly [-fpermissive]", so I decided to try using sf::Color::Color on a simpler code and the same error happened.

Basically I can't do this:

        window.clear(Color::Color(120,120,120));

but I can do this

       window.clear(Color(120,120,120));

______________________________________

EDIT 2: I read about cMake, and unofficial nightly builds, so if anyone encounters the erroor below, try recompiling SFML and works.

However new projects doesn't work, not even this really simple code.
#include <SFML/Graphics.hpp>

using namespace sf;

int main()
{
    RenderWindow window(VideoMode(800, 600, 32), "SFML basic");
    CircleShape shape(150.f);
    shape.setFillColor(Color::Blue);

    while (window.isOpen()){
        Event event;
        while (window.pollEvent(event)){
            if (event.type == Event::Closed){
                window.close();
            }
        }

        window.clear();
        window.draw(shape);
        window.display();
    }
    return 0;
}
 

Process terminated with status -1073741819 (0 minutes, 3 seconds)

Is this a code::blocks issue and I should post that there? or is it a SFML one? I've never encountered that error before, and googling provides no useful results

87
SFML projects / Re: Platform - The simple platformer game
« on: April 06, 2013, 04:37:04 pm »
What datMoka said is correct. However, remember that the Y axis is "flipped" in computer graphics. So if you want to go upwards, the speed is negative and viceversa.

If you didn't understand what we said, I'm pretty sure there are tons of jump implementations on the internet. Google is your friend.

88
SFML projects / Re: Platform - The simple platformer game
« on: April 06, 2013, 06:12:33 am »
Do you have your character moving on screen? How did you do that? using acceleration?

Try to make him move upwards but on every "refresh" (every tick, every time it loops, or however you call it) gravity pulls him down. It's easy to think about it if you have some physics knowledge.  :)

89
SFML projects / Re: Platform - The simple platformer game
« on: April 06, 2013, 05:21:24 am »
In the game? press Space

90
SFML projects / Re: The Wanderer
« on: March 31, 2013, 06:36:40 pm »
What I meant was to include the .dll in the same way that you included the SFML .dll
Another way it would be to include the installer (http://www.microsoft.com/en-au/download/details.aspx?id=30679) and say if you are missing X dll run this.

As I don't use visual studio, I don't have them. Think of the normal user, he probably won't have visual studio either.

Pages: 1 ... 4 5 [6] 7 8
anything