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Post by larrybtoys on Aug 16, 2023 19:36:31 GMT 1
This is a first draft of an animation test for one of my games. I wanted to come up with a technique that would take very little horsepower from the program. This is my first run. Comments welcomed... www.youtube.com/watch?v=YDQbrL6VP4U
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Post by (X) on Aug 16, 2023 20:47:32 GMT 1
I am not a big time computer game player. I have only spent a miniscule fortune at the arcades. But I've definitely caught the programming bug. This seems like an interesting "scroller" game. I don't see any flicker or artifacts. It's hard to see the soldier, but then again, gone are the days of the red uniforms with a white 'X' on them!
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Post by larrybtoys on Aug 16, 2023 22:19:22 GMT 1
Most of my games are written for retro gamers like myself that are not all that great at games. I like the challenge of getting a computer running basic to perform at a high level. GFA Basic 32 helps with it's prowess. Just wish it had sprites like my OLD C64 from 1982...
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Post by (X) on Aug 17, 2023 3:42:09 GMT 1
What is it about C64 Sprites that you are having problems with in GFA?
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Post by larrybtoys on Aug 17, 2023 12:33:35 GMT 1
Everything however if I had to pick one thing it would be layers. The background is layer 0 and each sprite has it's own layer and can move about the screen without disturbing the background or other sprites.
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Post by (X) on Aug 17, 2023 13:13:03 GMT 1
In your GFA games, how are you emulating a "sprite"?
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Post by larrybtoys on Aug 17, 2023 22:18:23 GMT 1
I GET background under where I am going to place the image, then I place the image without disrupting the background using 2 images, 1 with SRCAND and the other with SRCPAINT When I am ready to move the object I simply put back the image that I captured prior to placing my image then do it all over again.
This works fine as long as there are no other object moving around the screen at the same time. That is why I love the idea of actual sprites as they all have layers and don't disrupt the process by passing over each other or background images.
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Post by (X) on Aug 18, 2023 1:31:18 GMT 1
Did you try using an array of borderless forms?
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Post by larrybtoys on Aug 18, 2023 1:59:53 GMT 1
Can you explain please. Not familiar...
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Post by dragonjim on Aug 18, 2023 10:56:30 GMT 1
I GET background under where I am going to place the image, then I place the image without disrupting the background using 2 images, 1 with SRCAND and the other with SRCPAINT When I am ready to move the object I simply put back the image that I captured prior to placing my image then do it all over again. This works fine as long as there are no other object moving around the screen at the same time. That is why I love the idea of actual sprites as they all have layers and don't disrupt the process by passing over each other or background images. A way to go would be to store the background in a hidden form and GET the stored image from there, not the visible background overlaid with sprites.
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Post by larrybtoys on Aug 18, 2023 13:04:23 GMT 1
I don't think this would work if there were several other images moving around the screen that can collide with each other.
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Post by (X) on Aug 18, 2023 17:58:16 GMT 1
This is just a quick demo of using an array of forms as sprites in GFA-BASIC 32 for Windows.
The graphics files need to be cleaned up a bit, but, the proof of concept is there. You can have many forms passing over one another. I am also showing how the See-Thru "key' color can be specified along with a transparency effect.
If you click any mouse button the main ship will move at a speed proportional to the mouse coordinates away from the center of the screen.
I would not say it is the best way to make computer games, but, it may suffice for some 2D scroller projects.
Take home message: You can use an array of forms as sprites.
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Post by larrybtoys on Aug 18, 2023 18:42:03 GMT 1
Got it. I don't have any problem moving NON square objects around the screen without disturbing the background. The problem arises when there are more than 1 of them and they overlap.
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Post by (X) on Aug 18, 2023 19:35:09 GMT 1
Ok. Now I understand.
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