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proanim

Member Since 16 Mar 2011
Offline Last Active Aug 31 2015 03:13 PM

Posts I've Made

In Topic: Politics in games' storyline

30 August 2015 - 07:06 PM

@GeneralJist

 

You bring up a good point. What I had in mind is to pick one of problematic wars (meaning pick the one that looks very complex with many sides participating) and put a protagonist there. But the catch is that entire story is on the side that fights against US and NATO (these two go together it seems), but the protagonist is not doing actual fighting since he/she is a civilian. Now what I see as problematic is that propaganda bit, all games out there are very much 'US is a good guy' which is not really true if you use your brain, and is a form of propaganda against the nation that might play the game (remember: not trying to start a flame war here).

 

Since you would play as civilian that is on the 'enemy' side you would probably see much of the dialog that could be interpreted as anti-us/nato propaganda but it is only natural to root for your own side in every situation at least in some way. The war part in question would be either in progress or recently ended while protagonist goes around doing his thing. What I see as a big immovable obstacle with this is that no matter how the game and its story is executed if it could be shamed as anti-us propaganda game it can't sell anywhere. Stuff could be made even worse with internet/media backlash to such game.


In Topic: floating sprite problem

06 February 2015 - 06:26 PM

Do I must have two separate instances for this to work? Can I still make this work if I don't separate logic and rendering? I know it might not be recommended practice but, I don't want to make stuff overly complex.


In Topic: floating sprite problem

05 February 2015 - 03:57 PM

I tried to do that by following this implementation, here: https://www.youtube.com/watch?v=6eSjPz5k278 and it didn't help at all, whats worse it degraded the performance to the point of unusable.

 

This is what I used to get my delta time in my original post:

#ifndef _TIMER_H_
#define _TIMER_H_

#include <ctime>

// adapted from timer class found on internet (no real changes, just coding style)
class TimerClass
{
public:
	void start(); // constructor
	void stop(); // de-constructor
	void getTimes();

	// begin/end variables
	clock_t begin, end;
	// variable declarations used for time calculation
	double ticks, msec, sec, min;
};

#endif

////////////////////////////////////

#include "timer.h"

void TimerClass::start()
{
	begin = clock() * CLK_TCK;
}

void TimerClass::stop()
{
	end = clock() * CLK_TCK; getTimes();
}

void TimerClass::getTimes()
{
	ticks = end - begin;	// stop the timer, and calculate the time taken
	msec = ticks / 1000;	//milliseconds from Begin to End
	sec = msec / 1000;		//seconds from Begin to End
	min = sec / 60;			//minutes from Begin to End
}

I reached the point of total confusion, and I don't know how to implement loop suggested above with my own. sad.png


In Topic: floating sprite problem

05 February 2015 - 12:51 PM

 

 

Are you mixing SFML with Win32 for what purpose?

i need a level editor with multiple windows menu bar and stuff, along side of sfml rendering window


In Topic: Crash with <unable to read memory> error

01 December 2014 - 09:26 AM

Ok i fixed it, thank you. Turns out I can't access with -> instead I need to use (dot). 

 

my code had the following:

GameMap* Map;
Map->CreateMap(5, 5);

... and a like.

 

now it MUST be

GameMap Map;
Map.CreateMap(5, 5);

Why is this?


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