Qbasicnews.com

Full Version: Starting a fighting game
You're currently viewing a stripped down version of our content. View the full version with proper formatting.
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
not all pixels of the affected attributes currently on the screen, no you can't do that. If you change the RGB data for attribute 15, for example, all pixels of that attribute are going to change color, regardless of where they are on the screen. Changing the palette data doesn't cause anything to be "drawn" (i.e., written to video memory). It just changes what numbers get looked up in a table. (And that's all the palette registers are, a table. The attribute is just the index into that table.)
Your code won't work unless you are using 0 for the transparent zones in the sprite, and 255 for such zones in the mask, and 0 for non transparent.

I think you should get a palleted graphics designer. Photoshop swatches can be a mess.
Yea nathan I have been having ALLOT of trouble with photoshop. I have all the graphics if someone wouldn't mind transferring them somehow for me that would be great.

Wiz I'm researching transparency cuase I'm actually bored right now. My other partner in this project is respobsible for the key handler, which I ended up helping out in, after you helped me. He's been slacking off allot. And since he wants backgrounds, I thought I'll get as much work done as possible. See he's doing the keyhandler and all the movin around, Interface (which isn't much), I'm doing rendering, AI, and collisions. So until he gets the keyhandler and the buffering issue settled I'm stuck. I could go and do that for him. But that would mean I would be doing the whole project. If it's not done by friday or atleast progressed to friday I'll take over.

Do you guys know how to create a buffer in screen 13?
Quote:Do you guys know how to create a buffer in screen 13?

Nehehehehe, I've just started an article about that. You can get what I have done at http://www.venosoft.com/articles/buffers.html
oh wow thank you
I've been using the word buffer but in reality I only know that it's a way to get rid of the flickering on the screen when you clear it. So can you please better explain how I would use your buffer code (which I have read and understood).
Quote:I get it, it's very creative. And very simple too I think. Thanks allot.
Before you said this takes allot of memory and is slow. How about this.

I. Using wiz's spriter and rendering code get the masks and sprites onto memory.
II. Next use masking to create transparency.
III. Clear Memory
IV. Make new sprites from those on the screen and save them into memory.
V. Clear the screen and start playing with them

The only problem I see here is I don't know how to clear memory. I mean destroy an array or something like that.

This might take some time to load. But just make a little bar that loads everything and without the use of libaries I'm sure it will be very acceptable to wait a few seconds till everything is loaded, unloaded, and reloaded.

So tell me if this could work and if so how do you clear an array or clear memory?

I realized I still haven't gotten an answer to this post? Everyone tackled the transparency issue first
You got it wrong. You don't apply masking to get transparency, then use your sprites. You apply masking when you are blitting to screen (or to a buffer).

You have to...:

I. Load up sprites & masks (well, masks are just sprites, aren't they?)

I don't understand why the rest of the steps in your post ... :???: :na_th_an:
Oh I assumed that masking creates actual transparency if doesn't than that screws me up again.

say you use the line command to draw a box on the screen, no fill
then you take that get command and save it
clear the screen
and then make a loop that makes lots of random lines and colors across the screen.
put the box on the screen.
The middle of the box is still hollow isn't it?
Well I figured if masks make actual transparencies I could re- GET sprites which would now have hollow areas around itself and I could then reuse them without remasking. This was the general idea of this.

I haven't actually tried it yet but it seemed like a solution. Maybe not the best to your standards but a solution.

I'll scroll up to check some of the previous posts but what's the other way to create actual transparencies?
Quote:I've been using the word buffer but in reality I only know that it's a way to get rid of the flickering on the screen when you clear it. So can you please better explain how I would use your buffer code (which I have read and understood).

To avoid making references back I would just like add on this one thing. I read the thread BLOAD and BSAVE. And found it very intresting and something that I'd like to research. But the more I read the more I realized that i couldn't fully grasp what Segments and offsets are. Larger memory parts and smaller memory parts? What does that mean? :roll:
Pages: 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16