SFML events are the proper way to handle keystates.
Not necessarily, which is why SFML also gives you a way to check the real time state of keys. An option which I don't believe is provided for with SDL at all.
Does SDL seriously not give you access to real-time input? I guess that's not too bad, it just means you have to store the states yourself when you get an event.
this is the idea of this project, correct me if im wrong:
- project will be in SFML, or at least for graphics.
- will be a turn based strategy game
- will be 2d
- i think were gonna need an artist btw.
- is lead by johny
- is on github
I'd like to say from my very little experience that, though I've tried both libraries, SFML was easier to learn than SDL. Also, I'd like to suggest SFML since I am using SFML and its really great. I'd rather say it suits my requirements.
I'd not oppose SDL but rather be adamant about using SFML ;).
axtyax wrote:
project will be in SFML, or at least for graphics.
- will be a turn based strategy game
I'd suggest using SFML for the whole game cause as far as I can make out, the game's basic and and no one's targeting to make GTA or COD. So, please use only one library to begin with.
What is this strategy based game? Can you please elaborate if it's like card game, board game or what?
And if you guys are using SFML, I'd definitely try to join and help you out in making the game and also probably the artwork(mind you, I'm not Van Gogh).
I would just like to note that the examples posted by zereo...
That was SDL1.2 and not 2.0.
But for those who don't know SFML, then this project could be a good learning oportunity. Never shirk the chance to learn something new.
Now jonhy31, it is time for you to get this circus organized. Here is a proposed plan of attack.
You start with your game design. Decide an approach for solving the project and begin posting asignments.
Such as... you need a song composed, or you need a charcted designed, or sprite animation done.
Others will look at what you need and make a bid for the assignment. If they get the OK from you then they tackle the task. Once they think they are done they will submit the work for your approval. If you like, then you stick it in game. If not satisfied then they must rework it.
This process should continue until you think the game is complete along with end credits which include the names of all who worked on the game. Smiles all around and we have something to show off in our portfolios.
Good luck.
Why bother to use 2.0 if you're not going to render properly? Blitting is slooooow
IMO it was a huge mistake to leave SDL_Surface in 2.0 like they did.
Just posted the code straight from Lazyfoo's tutorials so you can take that up with them instead of me ;p (Though I agree with what you said).
To clarify why SDL_Surface should have just been removed from SDL 2.0 is because all SDL_Surface objects reside in system RAM and they use the system CPU which makes their graphics calculations extremely slow because the CPU is not optimized for graphics processing like the GPU is. So if you are using SDL 2.0 stay far away from SDL_Surface and instead use SDL_Texture.
I also have no idea why they kept blitting around either but that is just me.
OK guys we need to set up a mean of comunications. I would sugest something like freenode but if someone new another service like that I'm ok with that.
It probably wouldn't be viewed very well if you guys held your group discussions in lounge threads.
I would recommend if you are looking for real time communication (Though text or otherwise) get a Skype group together or even just a IRC channel.
For the project itself I would highly recommend the use of github to manage the project. It will take care of having a central place for the project's code, different forks and branches for people/groups working on the project, allows the team leader(s) to merge code in the main branch only after being reviewed by them or the whole group, and much more.
You could then also use the issues page as a forum for the group to discuss certain aspects of the project.
But anyways I think if will leave you guys to it and wish you guys the best of luck with your project.
You use a IRC client. In the IRC Client you type /join #whateverthenameofthechanelyouwant then inside of that you type /msg chanserv REGISTER #channelname password description.
They aren't persistent so you have to have one of the OP's on all the time.