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Messages - santiaboy

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91
SFML projects / Re: The Wanderer
« on: March 31, 2013, 12:45:25 am »
I donwloaded it but..I need MSVCR110.dll (and maybe some more dll?) I mean I can download it from some website, but the common user won't. It happened to me when I didn't know which dll include, to solve it do this: go to another computer (or ask a friend to do it) and try to play the game, do you need *.dll? copy it, and retry until all the necessary dll are there.

Also..is the game similar to Fire Emblem/Advance wars? if so, please add the option to see the grid. Maybe it's just me, but I always enable it if I can! (Heroes of might and magic did that too)

There's nothing wrong with 60 FPS! In fact, I'd prefer to have stable 60 fps than variable FPS

As for the antivirus, AVAST did the same to me. I just excluded the folder where I save my programs.

92
SFML projects / Re: Platform - The simple platformer game
« on: March 30, 2013, 10:53:19 pm »
Thanks for playing it, and for the input! :)

I thought of adding more skill jumps, and there will be with the release some with the new levels. Right now I'm designing a settings loader/saver and the possibility to enable and disable vertical sync, so a new set of levels might not appear with the next update.

93
General / Re: Any sugestions to optimize this code?
« on: March 29, 2013, 01:19:47 am »
Do that and post results!

Also, try and use some functions, and even some classes. That was really hard to read.
Another tip: don't use names that are too similar, you had for example nuevo_juego2_i, nuevo_juego_i, nuevo_juego_s, nuevo_juego2_s; it was hard to keep track of it.

I know this isn't crucial, but one part of programming is making readable code. You (or anyone else for that matter) have to be able to pick up a certain piece of code and be able to read it, in the same way you read an article.

Moreover, look into state machines as it will also help in that regard. I read an article from lazy foo's tutorials in order to understand what a state machine does, why it is important, and he even provides an implementation (http://lazyfoo.net/articles/article06/index.php)

94
SFML projects / Re:Volved, a game of evolution and other things
« on: March 28, 2013, 03:22:11 am »
The drawings look really nice :D I'm guessing you went to an art school or something

How far are you in the game? concepts stage or do you have some screenshots/videos?

95
SFML projects / Re: Platform - The simple platformer game
« on: March 27, 2013, 10:53:24 pm »
Thanks to both of us!

If anyone is interested the issue/bug that Goobles encountered is due to handling the collision when the character intersects a solid tile, and it is beneath it. What I did was to set the y velocity to 0, but as it caused trouble I'm trying to make a better solution.
Also, I'm working on polishing the code, and looking into pointers to functions, to methods, etc, so I can make some buttons classes and make it more appealing to the look.

Last thing: did any of you noticed that you can look whats below you by holding the down arrow key? I didn't put that on the Help>controls, as I thought that might be some "instictive thing", like I press down so I look down.

96
SFML projects / Re: Platform - The simple platformer game
« on: March 26, 2013, 04:19:43 am »
It's a known bug. It happens because of how I wrote the collision detection, I wanted to re-write it but I had some more important things (such as the English language support), and to be honest, didn't think it would be detrimental to gameplay. I'll try to change it for the 1.0 release.

Thanks for trying the game, Gobbles :)

97
Hm, I don't know what player.h is, so im guessing

maybe, just maybe, its because 2.f is a small number, so you can't see the difference, try 20 for example

98
SFML projects / Re: Platform - The simple platformer game
« on: March 26, 2013, 03:51:13 am »
Thanks, I modified to "public".

I know it's a long way, but to see what I accomplished in so little time, is very rewarding.

99
SFML projects / Plataforma - ALL ABOUT CUSTOMIZATION
« on: March 26, 2013, 02:04:22 am »
Plataforma is a platformer game that lets you create your own characters, levels and be playing them right away.

You can modify Plataforma to make it your game. It is free and available in Desura for Windows and Ubuntu 12.04 LTS 64 bits. Click here (or the button below) to go to the Desura page, where you can download it.


Creating is easy


You can use your tool of preference, but I recommend using Inkscape for characters and sprite sheets, and Tiled for levels. I made tutorials in .txt format, which are included in the game download, as well as video tutorials explaining how to make levels, characters and sprite sheets. Currently, they have Spanish audio and English subtitles. Also, I started making online tutorials on the official website. These tutorials include images to make creating even easier for you!

How can you contribute to the game?

  • Creating a cool looking characters, levels, or sprite sheets, and posting them on the forums, or send it via twitter with the hashtag #plataformaVideogame.
  • Making a review in Desura
  • Telling your friends!

I hope you enjoy the game!

Hungry for more?


100
General / Re: Multi-Language support in my game
« on: March 23, 2013, 05:46:59 pm »
Thanks for the replies!

I'm currently making a map, and a loader.  Hopefully I'll finish that and the language change by tomorrow.

101
I'm guessing this is the task tracker (https://github.com/SFML/SFML/issues?state=open)
Here's the issue link (I didn't know how to label it as bug, window) https://github.com/SFML/SFML/issues/371

102
Making an options menu I realized .setVerticalSyncEnabled() resets when .create() is called.
I think this may be a bug, because for example setFramerateLimit doesnt reset at all
Below I provide small examples to show what I mean.

this is the code to show setFramerateLimit  doesn't reset (to "unlimited" FPS)  when create() is called
#include <SFML/Graphics.hpp>
#include <sstream>

using namespace sf;
using namespace std;

int main()
{
    RenderWindow app(VideoMode(800, 600, 32), "SFML Test");
    app.setFramerateLimit(60);
    app.create(VideoMode(800, 600, 32), "SFML Test");
    Clock myClock;
    float fps = 1 / myClock.restart().asSeconds();
    stringstream ssFPS;
    ssFPS << "fps: " << fps;
    Text myText(ssFPS.str());

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

        fps = 1 / myClock.restart().asSeconds();
        stringstream ssFPS;
        ssFPS << "fps: " << fps;
        Text myText(ssFPS.str());

        app.clear();
        app.draw(myText);
        app.display();
    }

    return 0;
}
 

This is the code to show that setVerticalSyncEnabled does reset to false if create() is called

#include <SFML/Graphics.hpp>
#include <sstream>

using namespace sf;
using namespace std;

int main()
{
    RenderWindow app(VideoMode(800, 600, 32), "SFML Test");
    app.setVerticalSyncEnabled(true);
    app.create(VideoMode(800, 600, 32), "SFML Test");
    Clock myClock;
    float fps = 1 / myClock.restart().asSeconds();
    stringstream ssFPS;
    ssFPS << "fps: " << fps;
    Text myText(ssFPS.str());

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

        fps = 1 / myClock.restart().asSeconds();
        stringstream ssFPS;
        ssFPS << "fps: " << fps;
        Text myText(ssFPS.str());

        app.clear();
        app.draw(myText);
        app.display();
    }

    return 0;
}
 

a simple fix is to set setVerticalSyncEnabled to true, every time you call .create(), like this:
//code here
    app.create(VideoMode(800, 600, 32), "SFML Test");
    app.setVerticalSyncEnabled(true);
//rest of the code
 

103
Graphics / Re: Knowing the style of the RenderWindow?
« on: March 22, 2013, 11:14:49 pm »
Thanks, worked like a charm!  ;D

Marked as Solved

104
General / Multi-Language support in my game
« on: March 22, 2013, 08:02:11 pm »
Hey guys, I've been making a really simple platformer and I wanted to upload it to the SFML projects section, but I realized I made it all in Spanish.
My question would be how do you do multi-language support on videogames?
Do you have something like this for every string there is in the game?
//code
sf::String myString;
if(languageIsEnglish){
   myString.setString("Hi");
}
else if(languageIsSpanish){
   myString.setString("Hola");
}
//more code
 

105
Graphics / [SOLVED] Knowing the style of the RenderWindow?
« on: March 22, 2013, 07:50:55 pm »
Hey guys, im re-making my Options menu, and I was wondering if there was some way of knowing the style of a renderwindow. I looked at the documentation, but there isn't a .getStyle() or anyting similar.

I wanted to do something like this
if(!windowIsFullscreen && fullscreenOptionChecked){
    window.create(VideoMode, "Blah", Style::Fullscreen);
}
 

without recurring to using bools(windowIsFUllscreen, windowIsWithoutBorder, etc) so it would be like
if(window.getStyle() == Style::Fullscreen && fullscreenOptionChecked){
    window.create(VideoMode, "Blah", Style::Fullscreen);
}
 

EDIT: I know the .getStyle() doesn't exist, I just wrote it for clarification of what I wanted  ::)

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