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Messages - klusark

Pages: 1 [2] 3
Graphics / Two small graphics problems.
« on: July 29, 2009, 05:24:07 pm »
With one of my other problems.
Sometimes there are these white bars.


the sprite sheet I am using

Is there a way to fix this without changing the images?

Graphics / Two small graphics problems.
« on: July 29, 2009, 08:42:53 am »
I am not using them at the same time.
When vsync is on by its self. It uses 100% cpu.
When frame limiting is on by its self at 60 fps it uses 4% cpu.

I have a nvidia gtx 285 with the latest drivers.

Graphics / Two small graphics problems.
« on: July 29, 2009, 05:13:43 am »
I have a video(913kb) showing the two problems I am having.

First is the white lines. The sprite sheet I have has white padding. Is there any way to solve this with out editing the image?

Second, witch is kind of hard to see, is it looks quit shaky when moving. The movement is using a sf::View and setting the center to the sprites position every frame. Is there a better way for the camera to follow the sprite?
Edit Fixed this one. I was drawing before moving the view. Now i move the view and then draw.
But I now have a new problem. Why does turning on vsync use one prosseser? vsync off and frame limit at 60 3-4% cpu usage vsync on no matter what the frame limit is 100% cpu usage.

The code can all be found at my projects Google code page.

General / Background image & Loading from resources
« on: July 28, 2009, 12:44:58 am »
Quote from: "forrestcupp"
Interesting.  How do you extract the files from within SFML?

Another reason I want to hide my resources is so players can't just look at all of my graphics and know ahead of time what a level is going to be like.

Using zip files would not hide them from the user. I don't know why you would want to hide them, but you could make your own image format and put all your images in that format.

SFML projects / Blockies - A Tetris Clone
« on: July 28, 2009, 12:41:46 am »
The game board seams rather wide. Yours is 16 boxes wide where as most other tetris clones are 10. 16 to me makes it seem a bit to easy as there is almost always somewhere to put a piece. Just something for you to think about.

Take drawing and updating out of the main thread so that the game does not freeze when the window moves.

The high score screen looks very cluttered.

When in the high score screen or the about screen, when you click on the close button, it does not close, but instead it goes to the main menu. This is probably intentional, but I don't really like this behavior.

For release versions you might want to compile it as SUBSYSTEM:WINDOWS so that the console will not show up and leave it as SUBSYSTEM:CONSOLE in debug mode.

Overall this is very well done. It looks very stylish.

General / Application compiles and crashes with gui
« on: July 22, 2009, 06:02:16 am »
Are you building it on vista? Try a version built on xp in vista. Also try a version built on vista in xp.

System / Thread startet from a Thread
« on: July 22, 2009, 02:22:12 am »
Does the thread that starts the thread stop?
Witch object is being destroyed?

General / Application compiles and crashes with gui
« on: July 21, 2009, 11:12:52 pm »
What is the crash message?
Try adding a event loop.
Code: [Select]

#include <SFML/System.hpp>
#include <SFML/Window.hpp>

int main(int argc, char** argv)
    sf::Window App(sf::VideoMode(800, 600, 32), "SFML Window");

    bool Running = true;
    while (Running)
        sf::Event Event;
        if (App.GetEvent(Event))
            if (Event.Type == sf::Event::Closed)
                Running = false;

    return EXIT_SUCCESS;

General / Application compiles and crashes with gui
« on: July 21, 2009, 11:00:56 pm »
Is that all of your source code? More would be helpful.
You may want to use a RenderWindow instead of a Window.

If you are able to use a debugger, you could step though your program until you find the line that causes it to crash.

General / 65+ Warnings
« on: July 21, 2009, 03:17:29 am »
The only way I know to resolve these warnings is to build sfml your self as the debugging symbols are not included in the prebuilt sdk.

General / 65+ Warnings
« on: July 21, 2009, 03:13:09 am »
Are the .pdb files in the same folder as the lib's? Did you build sfml your self?

General / 65+ Warnings
« on: July 21, 2009, 03:09:28 am »
You still need to link against the static libraries. For example sfml-system-s.lib.

General / 65+ Warnings
« on: July 21, 2009, 02:48:05 am »
Refer to the tutorials getting started section. It will tell you what to do.

General / GetFrameTime bug?
« on: July 21, 2009, 02:28:33 am »
What kind of frame rates are you getting without vsync? What is happening in your event loop?

SFML projects / Marshmallow Duel: Percy's Return
« on: July 21, 2009, 12:58:42 am »
I am currently working on a remake of the game Marshmallow Duel called Marshmallow Duel: Percy's Return  or MDPR for short.

While I enjoy creating the more challenging aspects of game, I hate tweaking the way each action works and help, in the from of more developers, would be appreciated.

MDPR is currently using SFML for graphics and input, Poco for threading, logging, config and networking and CEGUI for the interface.

MDPR is to be, unlike the original marshmallow duel, for more than two players, and at this time, an untested unlimited amount of players could run back and fourth on a single platform.

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