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BlinkOk
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« Reply #45 on: March 11, 2009, 03:18:34 PM » |
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mick, let me know if kevin's stuff does or doesn't help you ok. the point is; if you can make the transparent colour the same colour as the first pixel on an image by images basis then i can make the graphics a lot smoother.
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« Last Edit: March 11, 2009, 03:20:45 PM by BlinkOk »
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micky4fun
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« Reply #46 on: March 11, 2009, 06:50:47 PM » |
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Hi Kevin and BlinkOk well i told you im not that great , so sorry i aint got a clue whats happening with Kevins code , but thanks for taking the time to do and post , i will after this game try and work out how to load and use frame sheets , just cant suss it out at mo , so doing it frame by frame by loading seperate images. i did quite a bit tonight got most the images loaded now , got to redo and suss out some code so still plenty to do , but times run out tonight so will carry on tomorrow evening heres a snip of where i am at mo thanks mick 
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BlinkOk
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« Reply #47 on: March 11, 2009, 07:06:18 PM » |
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awesome mick. looks great. i'm not so interested in using animation sheets. i am more interested in making the top left pixel of an image the transparency colour. haha. i think that code is meant to make the first pixel the transparency colour! i don't understand it either and it wont compile with my version of pb (v1.64) this is the wind animation. you could use it accross all screens (splash, gameplay, success and fail). i created a directory in the gameplay directory call wind and copied the files there. Download Wind AnimationFail screen (fail.png in the splash directory) 
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« Last Edit: March 11, 2009, 09:29:18 PM by BlinkOk »
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micky4fun
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« Reply #48 on: March 12, 2009, 05:46:47 AM » |
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hi BlinkOk , download new images , thanks , will try to do somemore dinner time at work , as i dont have a lot of time at home tonight but will do some if i get stuck ile give you both a shout , but so far so good thanks mick 
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BlinkOk
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« Reply #49 on: March 12, 2009, 03:34:15 PM » |
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ok. i'm going away for the weekend so i wont be around for a couple days. cya then
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micky4fun
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« Reply #50 on: March 12, 2009, 07:12:01 PM » |
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Hi BlinkOk ive been at it longer than i sould tonight , going around in circles trying to put these images into my code , so i am going to start from scatch now , so will start again tomorrow evening hopefully i dont think im exprience enough and my code aint that well laid out so its going back to the drawing board i think , see how it goes from there ile give a progress report later tomorrow mick 
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BlinkOk
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« Reply #51 on: March 12, 2009, 08:53:28 PM » |
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no problem mate. i got all the time in the world. i find if i just plan it out on paper with lists, arrows and little notes (kinna like pseudo code) then writing it becomes easier. i'll check back on monday my time. cya then
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micky4fun
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« Reply #52 on: March 13, 2009, 05:25:17 PM » |
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Hi BlinkOk well after a nice rest got back to work on this today and managed to recue my orignal code , as you know i do get things going with more luck than judgement , and it was the new bigger hammers and with so many images that mucked it up for me and a couple of other things , my collision code was not good enough so had to do some completley differently , still lots to do last night was a nightmare , think my brain went , things just did not click ,, haha back soon mick 
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BlinkOk
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« Reply #53 on: March 15, 2009, 04:51:15 PM » |
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hey mick, i'm back and it looks like we're still moving forward, which is great. let me know if you need anything
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micky4fun
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« Reply #54 on: March 15, 2009, 06:26:52 PM » |
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Hi BlinkOk and all ok got some more done today , dont know if i sould have just started again a couple of days ago , as its all over the shop , but thats me , haha ok BlinkOk nearly done ish , heres a demo of where i am in game , i think i need get ready images and times up images , darker egg images for back row of eggs if you think it needs it , also the crack egg animation looks wrong as it has big gaps in egg starting to crack but once cracked the crack in thin i have left your images as they were i think , apart from the blue hammer images still and whack i slightly changed them with more solid outline see what you think clock needs a better hand i think , something like micky mouse type hand like arrow one end and round hollow circle other end , also a credit screen but sort that out at end I have not done wind yet , will try that later near end of game think thats it for now hope i aint let you down to much also think im goner use 5 digit score as i have already scored 8256 and also again , shadows on hammers i have done as if there was a light over to one side of room , shadows get slightly bigger with rotatesprite mick  download demo http://www.zshare.net/download/571013720eb66d4a/
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BlinkOk
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« Reply #55 on: March 15, 2009, 07:46:55 PM » |
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hey that's lookin pretty cool mick! nice work and i like you suggs. i fixed the egg images and did a pointing hand (they're attached) with the numbers try this; make each number only 80% of the width of the previous number to the right. so if the first number is at x position zero and it's width is 10 pixels then place the next number at position 8. 8 being 80% of 10. let me know if you need anything else ok thanks
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egg.zip (18.5 KB - downloaded 81 times.)
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micky4fun
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« Reply #56 on: March 16, 2009, 02:38:23 PM » |
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Hi BlinkOk thanks for new images , going to put them into game tonight , see how it goes , already done 5 didgets for score and moved the nearer , that looks better , going to do rest of hammers wind etc , sould be ready in a few days , if you can do a credit screen for me , with my name as program writer , playbasic as program used and credits for youself for images and any websites info you want to put in as well i will then put final version up and let you see if any minor changes are needed. back soonish mick 
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micky4fun
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« Reply #57 on: March 16, 2009, 06:01:54 PM » |
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Hi BlinkOk did a little more tonight , code tidy up , sprites ect , still got wind to do yet , i could do with the following if possible , play again image for oops screen thus saving going back to title screen , get ready image , time is up image , and new clock hand , credit screen if any or all is possible , thanks got to get an early night tonight , so back tomorrow thanks mick 
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BlinkOk
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« Reply #58 on: March 16, 2009, 09:56:06 PM » |
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ok i think i got em all; there are two again images (just like the play images so you can join them together) get ready.png time up.png credits.png
i tried the hand with the line and circle but it didn't look so hot. i've added a point.png image which has a dot at the point where you should rotate it. if this is too difficult then let me know and i'll see if i can come up with something else
all images are in the hud directory except for credits.png which is in the splash directory.
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kevin
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« Reply #59 on: March 16, 2009, 11:33:42 PM » |
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Just about all of the setup code ie LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0001.png",201 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0002.png",202 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0003.png",203 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0004.png",204 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0005.png",205 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0006.png",206 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0007.png",207 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0008.png",208 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0009.png",209 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0010.png",210 LoadfxImage CurrentDir$()+"gfx\birds\blue\chick0011.png",211
etc etc etc
could be replaced with this. // the filename template of the filename Filename$ ="chick####.png"
// the location of the files Path$ =" INSERT PATH HERE \dont chicken out8\gfx\birds\"
// Load ANimation into sequential image numbers LoadFrames(path$+"blue\",Filename$,1000) LoadFrames(path$+"cyan\",Filename$,1100) LoadFrames(path$+"red\",Filename$,1200)
Function LoadFrames(path$,Filename$,IMageIndex) // crude # chr count for lp=1 to Len(filename$) inc DigitsLength,mid$(filename$,lp,1)="#" next Hash$=Make$("#",DigitsLength)
For lp=1 to 1000 f$=replace$(filename$,Hash$,digits$(lp,DigitsLength),1,false,false) file$=Path$+f$ if FileExist(file$) LoadFXImage File$,ImageIndex rendertoimage ImageIndex ImageMaskCOlour ImageIndex,Point(0,0) inc ImageIndex inc framecount else exit endif next rendertoscreen EndFunction FrameCount
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