• What do you need help with? V. 3.0
    4,884 replies, posted
[QUOTE=Tangara;30301644]heh[/QUOTE] I think I've use Flash MX 2004 a few times. It's decent.
[QUOTE=amazer97;30299586]Does anyone have any good tutorials on making a GUI?[/QUOTE] Writing a GUI system from scratch? Or using an existing library to make a GUI?
I'm using [cpp]system("cls");[/cpp] to clear the screen, but that is Windows-only. How do I clear the screen in a way that would work anywhere. Preferably in C, not C++.
Depends if you're willing to use a library for it or not :v:
[QUOTE=DeadKiller987;30304209]I'm using [cpp]system("cls");[/cpp] to clear the screen, but that is Windows-only. How do I clear the screen in a way that would work anywhere. Preferably in C, not C++.[/QUOTE] If you're making a game in terminal-space, you really should look into using a curses-library.
In C++ what would be better to use float or double? I know float has some problems in C# but i think they dont affect C++ The numbers it will be holding are Pi, Pi/2 Pi*2...
[QUOTE=Richy19;30304501]In C++ what would be better to use float or double? I know float has some problems in C# but i think they dont affect C++ The numbers it will be holding are Pi, Pi/2 Pi*2...[/QUOTE] Double, unless you need extra performance/memory if you're storing many floats, then use float. [editline]7th June 2011[/editline] [QUOTE=thelinx;30304427]If you're making a game in terminal-space, you really should look into using a curses-library.[/QUOTE] Will it compile on my iPhone? I have a problem where I can't find C++ headers that work with iphone-gcc, hence I'm trying C. I'm porting my game from Windows C++ into Cross-platform C and removing all Windows-specific crap.
[QUOTE=Richy19;30304501]In C++ what would be better to use float or double? I know float has some problems in C# but i think they dont affect C++ The numbers it will be holding are Pi, Pi/2 Pi*2...[/QUOTE] I'm pretty sure the floats are fine, wasn't it just the rounding functions or something that assumed perfect precision (which you can't get of course)
Fixin' page 8. I figured out that I had all my headers all along. Bloody Cydia intstalled them in the wrong folder :argh: . Also, turns out I have NCurses on my iPhone already. [editline]7th June 2011[/editline] Sorry for being such a dummy, but how do I use gcc? I do [code]gcc main.c draw.c[/code] and it gives me [code]ld: library not found for -lSystem collect2: ld returned 1 exit status[/code]
You either want to do gcc main.c draw.c -o <output binary> or first compile both source files (gcc -c main.c && gcc -c draw.c) [editline]7th June 2011[/editline] Err, and then compile them into the output binary (gcc main.o draw.o -o <output binary>)
[QUOTE=esalaka;30306256]You either want to do gcc main.c draw.c -o <output binary> or first compile both source files (gcc -c main.c && gcc -c draw.c) [editline]7th June 2011[/editline] Err, and then compile them into the output binary (gcc main.o draw.o -o <output binary>)[/QUOTE] I tried that. Same error.
[QUOTE=DeadKiller987;30307050]I tried that. Same error.[/QUOTE] well, unless im horribly wrong (which happens), its a linking error, and judging by the looks of the error you are missing a library of some description which is a little weird as you havent actually specified linking anything :ohdear: [editline]7th June 2011[/editline] [QUOTE=ief014;30264810]If you're simply using a mask, I don't think you can. You're probably going to have to use images without antialiasing.[/QUOTE] Well, the mask is the same for every image, so i think ill just parse the image when i load it and turn all the purple to transparent
[QUOTE=Chris220;30301865]Writing a GUI system from scratch? Or using an existing library to make a GUI?[/QUOTE] Writing one from scratch. The only library I'm using is SFML right now.
Hey guys, unsure of which way to go. 1) Stay with LOVE2D and Lua which i kinda know (ish) 2) Go to SFML and learn C++ (i know abit of C++ but hardly any, i know pointers thats about it) 3) Same as 2 but with Polycode
[QUOTE=Bambo.;30309072]Hey guys, unsure of which way to go. 1) Stay with LOVE2D and Lua which i kinda know (ish) 2) Go to SFML and learn C++ (i know abit of C++ but hardly any, i know pointers thats about it) 3) Same as 2 but with Polycode[/QUOTE] If you do go with C++ then stick with SFML, that said the hardest thing you will find with C++ is probably pointers so if you already know it then go ahead and try c++
[QUOTE=Icedshot;30308658]well, unless im horribly wrong (which happens), its a linking error, and judging by the looks of the error you are missing a library of some description which is a little weird as you havent actually specified linking anything :ohdear: [/QUOTE] Man fuck Cydia. First I find two different include folders. Now about 5 lib folders :argh: Fuck this shit.
Can anybody recommend a good online book for C#?
[QUOTE=DeadKiller987;30307050]I tried that. Same error.[/QUOTE] Wait. You installed all the libraries required to build this stuff, right? Sounds like your device doesn't have a dynamically linked libc or something [editline]7th June 2011[/editline] [QUOTE=DeadKiller987;30310361]Man fuck Cydia. First I find two different include folders. Now about 5 lib folders :argh: Fuck this shit.[/QUOTE] Add everything to ld search path -L<libdir> -L<another> or alternatively <waitamin> [editline]7th June 2011[/editline] How did you get such a fucked up install in the first place?
Could someone that uses directX 9 have a look at this and tell me if its worht the buy? [url]http://www.microsoft.com/mspress/books/5871.aspx[/url] I mainly want to use the vertex buffer/shader approach, not the old depreciated methods.
[QUOTE=Tangara;30301644]heh[/QUOTE] Yeah, I know, I'd rather not, but it's all we have in school and I'm taking a comp sci class, and I just want to be able to work on my stuff in and out of school. I plan on moving to cs5 as soon as school's out. Can anyone actually help me? Need more information?
Alright, I have the following situation(using C#): I'm making a library, my design works like that: You create a object of type Core, inside the Core class there is this method: AddElement(object) this will add the object to a generic List that will be looped and updated by the Core. The problem is: I want to have a local object and then add that to that List, but when I change that local object the changes must be reflected on the object that the Core keeps track of. I'd use a pointer in C++, but in C# you can't have managed objects pointers, what would be the best method to achieve that? EDIT: Nevermind, seems like classes are passed by reference in .NET
I'm curious about how I can stop my makefile to compile things after I use make clean. When I have make clean do it's job and there's a file in the source code that's changed since the last compile, it will compile it into the object file, then remove it. Here's an example of a makefile that I have that does that: [code] USE = -lsfml-system -lsfml-window -lGLU -lGL OBJECTS = main.o Gen.o Graphics.o maze : $(OBJECTS) g++ -o maze $(OBJECTS) $(USE) main.o Gen.o : Gen.h Gen.o Graphics.o : Graphics.h .PHONY : clean clean : $(OBJECTS) rm -f maze $(OBJECTS) [/code] On a side note: I couldn't use tab indenting for the script since Chromium doesn't seem to let me. Is there a way to get the tab button to indent instead of leave the text box?
Don't make the "clean" target depend on $(OBJECTS). That dependency tells make that all the $(OBJECTS) must be built and up-to-date before the "clean" target's command runs.
[QUOTE=Wyzard;30322114]Don't make the "clean" target depend on $(OBJECTS). That dependency tells make that all the $(OBJECTS) must be built and up-to-date before the "clean" target's command runs.[/QUOTE] I see, thanks. I'm still fairly new with makefiles and just know how to bring out basic ones.
Anyone knows how i could grab sf::Vector2f from Points.begin()? I have tried doing something like this: [code]sf::Vector2f *v = Points.begin()->pos;[/code] But it obviously does not work. Inside header file: [code]struct SnakePart { sf::Vector2f pos; sf::Shape line; }; typedef iQueue<SnakePart *> pList; class Snake { private: pList Points; ...[/code] P.S. iQueue is std::queue with iterator.
[QUOTE=Muffinz!;30323547]Anyone knows how i could grab sf::Vector2f from Points.begin()? I have tried doing something like this: [code]sf::Vector2f *v = Points.begin()->pos;[/code] [b]But it obviously does not work.[/b] Inside header file: [code]struct SnakePart { sf::Vector2f pos; sf::Shape line; }; typedef iQueue<SnakePart *> pList; class Snake { private: pList Points; ...[/code] P.S. iQueue is std::queue with iterator.[/QUOTE] What doesn't work? Where is the problem? EDIT: Mabye this does: [code]sf::Vector2f *v = &(Points.begin()->pos);[/code]
[QUOTE=sim642;30324221]Mabye this does: [code]sf::Vector2f *v = &(Points.begin()->pos);[/code][/QUOTE] This is my problem: [img]http://i.imgur.com/r1uy3.png[/img] [editline]8th June 2011[/editline] Problem solved, thanks to Chris220. It had to be: [quote]sf::Vector2f v = (*Points.begin())->pos;[/quote]
How would I go about applying gravity to a sprite in XNA? I have my sprite ricochet off walls like this: [url]http://dl.dropbox.com/u/3655315/Bounce%20is.png[/url] But I want to get it to bounce like this: [url]http://dl.dropbox.com/u/3655315/Bounce%20want.png[/url] Here's the code. [code] namespace BouncingBall { class Ball { Vector2 Position; Texture2D Texture; int StageWidth, StageHeight; int velX = 5; int velY = 7; public Ball(Texture2D balltex, Vector2 ballpos, int bstageWidth, int bstageHeight) { Position = ballpos; Texture = balltex; StageWidth = bstageWidth; StageHeight = bstageHeight; } public void Update(GameTime gameTime) { Position.X += velX; Position.Y += velY; if (Position.X + Texture.Width >= StageWidth) { velX = -velX; } else if(Position.X <= 0) { velX = -velX; } if (Position.Y + Texture.Height >= StageHeight) { velY = -velY; } else if (Position.Y <= 0) { velY = -velY; }[/code]
You could try: Change velocities to floats (or doubles if you want) [code]float velX = 5f; float velY = 7f;[/code] Then inside update function add: [code]velY += 0.9f;[/code] I'm not sure how it will look like, but it should work.
It works but then the sprite starts glitching out and flying up :v:. Thanks a lot, I'll work on fixing this thing.
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