Hi, been away from here for a while (last visit March)..
I have downloaded the latest pb demo to see how far it has come along since the early versions and it's looking great.
I have however had a problem compiling one of the game sources...Bathsteroids...
Error message displayed is :-
Quoteerror in<bathsteroids.pba>,328:'new level' paramenter (#1) is incorrect type, expecting-unknown- data type....
Any ideas ?
Steve
post that line
If Player_Level_Countdown<Timer() Then New_Level
It's missing the brackets from the "new_level" function call
If Player_Level_Countdown<Timer() Then New_Level()
That compiles nicely now, thanks....
One thing I have noticed on that demo is that all the gfx for the enemies have black blocks round them, rather than the black being transparent...
Is there a command to add to the source to do that ?
Thanks again,
Steve
erm, what kind of video card do you have ?
Quoteerm, what kind of video card do you have ?
[snapback]8475[/snapback]
Kevin, it's a Radeon 8500 128mb thing....
Steve
so i'd assume it supports 32bit ?
just try running in 16.. like so
OpenScreen 1024,768,16,2
yep it does...changed to 16 bit, same black boxes around the baddy bubbles....everything else seems ok (other sprites)...
Is there a maskimage type command that I need to use, or I spritedraw command I need to change ?
I get a similar thing in the sprite alpha mode demo too..
We were just having a look. And it turns out that demo uses an old feature (well assumption) that is no longer supported.
to overcome this, try changing line 385 (ish)
from this
SpriteDrawMode Spr,mode
to this
SpriteDrawMode Spr,2
Yep, fixed it :)
Don't forget to change the source in your next release, save you having the same problem posted again.
Thanks...will play some more...
Steve
Yeah I've resaved it, but it's not needed here. The boarders occur because of a none supported draw mode in previous versions. That's been added in the current build. So for me, the demo works as expected. But ya get that.