1. RE: RPGame
- Posted by Steve <bleak_outlook at hotmail.com> Jun 06, 2005
- 515 views
Hey Lewy, I checked out your game and thats looking real good! On a allegro related note, have you played with rotate_sprite() at all? I am having an insane time trying to get it to work correctly and was wondering if you ever used it before? Steve A. Lewis Townsend wrote: > > > posted by: Lewis Townsend <keroltarr at hotmail.com> > > don cole wrote: > > > > Downloaded update ;got 2.5 and the game working. > > Doesn't do much just that girl walking around. > > She's pretty fine though. How can we get her close off ? > > > > don cole > > SF > > > > Yeah, it doesn't do much yet because it's just a demo. > In future versions, you will be able to pick your character and > aquire and equip different types of clothes, armor, weapons, and > other items. And of course you will be able to talk to people, fight > monsters and explore exotic places. > > Heh heh, concerning getting her clothes off: > In a previous version the lady was dressed in some kind of wild > leather lengerie which I found entertaining to watch. Someone commented > on the outfit so I was afraid I would offend someone so I changed her > to a more conservatively dressed character. > > > http://www.listfilter.com/cgi-bin/esearch.exu?fromMonth=6&fromYear=9&toMonth=6&toYear=A&postedBy=&keywords=%22XTreme+Beach+Volleyball.%22 > > > ====== > Lewy T > > http://rapideuphoria.com/cgi-bin/asearch.exu?dos=on&win=on&lnx=on&gen=on&keywords=Townsend >
2. RE: RPGame
- Posted by Lewis Townsend <keroltarr at hotmail.com> Jun 06, 2005
- 496 views
Steve wrote: > > Hey Lewy, > > I checked out your game and thats looking real good! On a allegro > related note, have you played with rotate_sprite() at all? I am having > an insane time trying to get it to work correctly and was wondering if > you ever used it before? > > Steve A. > Hi Steve, Thanks, I'm glad you think it looks good. I have not used rotate_sprite() yet but I plan on using it if possible at a later stage of my game's development. I hope to be able to use it to allow the player to rotate objects in their inventory for more efficient space usage. I'll check it out and see if I can figure anything out. later, ====== Lewy T http://rapideuphoria.com/cgi-bin/asearch.exu?dos=on&win=on&lnx=on&gen=on&keywords=Townsend
3. RE: RPGame
- Posted by Lewis Townsend <keroltarr at hotmail.com> Jun 06, 2005
- 482 views
For Steve, I just started playing with rotate_sprite() in Euallegro. It appears that like several other routines in Euallegro, the documentation is incorrect. The source and dest images are switched. It could be that this error is in the source code also. (I didn't check) Ray's euAllegro.txt: ------------------------<rotate_sprite>------------------------------ Syntax:}}} <eucode> rotate_sprite(aSourceBmp, aDestBmp, iX, iY, aAngle) </eucode> {{{ My correction: ------------------------<rotate_sprite>------------------------------ Syntax:}}} <eucode> rotate_sprite(aDestBmp, aSourceBmp, iX, iY, aAngle) </eucode> {{{ Let me know if this wasn't your problem. I'll post an example program if you would like. later, ====== Lewy T http://rapideuphoria.com/cgi-bin/asearch.exu?dos=on&win=on&lnx=on&gen=on&keywords=Townsend
4. RE: RPGame
- Posted by Chris Burch <chriscrylex at aol.com> Jun 06, 2005
- 491 views
Hi Nice, quite nippy. I can walk through trees and boulders. The program doesn't exit cleanly - is pressing exit produces no response, and have to ctrl-alt-del and shut down exw from there (win xp) Chris http://members.aol.com/chriscrylex/euphoria.htm http://uboard.proboards32.com/
5. RE: RPGame
- Posted by Steve <bleak_outlook at hotmail.com> Jun 06, 2005
- 484 views
Thanks for looking into it. I did catch the change of the destination and source bitmaps. What appears to be odd is this: code r_angle = itofix(0) killit = 0 while killit = 0 do if key(KEY_ESC) then killit = 1 end if if key(KEY_RIGHT) then r_angle += itofix(8) if r_angle > itofix(256) then r_angle -= itofix(256) end if blit(rocketimage, rocketmod, 0, 0, 0, 0, 40, 40) -- clean up rotate_sprite(rocketmod, rocketimage, 0, 0, r_angle) -- do new rotate only if angle has changed rest(200) -- to show the individual keypresses elsif key(KEY_LEFT) then r_angle -= itofix(8) if r_angle < itofix(0) then r_angle += itofix(256) end if blit(rocketimage, rocketmod, 0, 0, 0, 0, 40, 40) rotate_sprite(rocketmod, rocketimage, 0, 0, r_angle) rest(200) end if textout(buffer, fontptr, sprintf("azi: %d", {fixtoi(r_angle)}), 40, 450, 250) blit(rocketmod, buffer, 0, 0, 200, 200, 40, 40) vsync() blit(buffer, screen_ptr, 0, 0, 0, 0, 640, 480) rest(1) end while I seem to get very erratic behavior from rotate_sprite(). That is, it doesnt seem to follow a linear path and rotate_sprite seems to actually rotate the image by an arbitrary amount regardless of the what I feed r_angle. I checked with the allegro guys and they don't believe its a bug in Allegro, looking at the euall source I can't seem to find a reason for the wrapper to be broke either. Anyways, thanks for taking a look. Any thoughts? Steve A. Lewis Townsend wrote: > > > posted by: Lewis Townsend <keroltarr at hotmail.com> > > For Steve, > > I just started playing with rotate_sprite() in Euallegro. > It appears that like several other routines in Euallegro, the > documentation is incorrect. The source and dest images are switched. > It could be that this error is in the source code also. (I didn't check) > > Ray's euAllegro.txt: > ------------------------<rotate_sprite>------------------------------ > Syntax:}}} <eucode> > rotate_sprite(aSourceBmp, aDestBmp, iX, iY, aAngle) </eucode> {{{ > > My correction: > ------------------------<rotate_sprite>------------------------------ > Syntax:}}} <eucode> > rotate_sprite(aDestBmp, aSourceBmp, iX, iY, aAngle) </eucode> {{{ > > > Let me know if this wasn't your problem. > I'll post an example program if you would like. > > later, > ====== > Lewy T > > http://rapideuphoria.com/cgi-bin/asearch.exu?dos=on&win=on&lnx=on&gen=on&keywords=Townsend >