Game Programming and Development Tools

game questions -blitz – dark_star

dark_star

Junior Member

Posts: 9
From:
Registered: 08-18-2003
i have a demo version of blitz basic and i plan on buying the full
version soon because i like it a lot.

but, i was wondering if anyone could help me with something. i
was wondering if there was a way to make a background scroll
without have a background bigger than the screen. right now
(for what im making) i have a worldmap background built using
an array. so i guess the question is, 'can i still use my
array built background and scroll it as well???'

im also looking for a programming partner. i moved to NY
and my last partner (in CO) stopped programming. so im a
lone programmer and dont want to be... my emails
giga_slave@excite.com or
sealed_sarcophagus@hotmail.com
it anyone's interested.

AmazingJas

Member

Posts: 437
From: Sydney, NSW, AUSTRALIA
Registered: 04-03-2003
There's probably a couple of ways to do it, I like doing it the way you described, but it probably is only efficient for small gameworlds.
Another way using an array is to set up a temporary image which is a little bit bigger than the size of your screen or viewport. Load all the images from your array that will be visible plus one extra row/collumn of images to the left,right,top and bottom onto this temporary image. Then grab the portion of the temporary image that needs to go to the screen and put it on the backbuffer ready for flipping. The coordinates that you grab will change depending on key press or mouse or whatever, and when the coordinates shift past a certain point, change your position in the array so that different images are written to your temporary image.
Sorry I can't remember all the commands to do this as I haven't used blitz for a while (unfortunately).
Krylar

Administrator

Posts: 502
From: MD, USA
Registered: 03-05-2001
Hiya,

Blitz automatically handles clipping, so you don't have to worry about that.

If you have 64x64 images, say, and you start drawing them at -32,-32, and end them at Screen_Width + 32, Screen_Height + 32...then they'll overlap the edges. Then you'll just need to determine how much to move the tiles during the draw. Maybe 8 pixels for walking and 16 for running, or whatever looks good to you.

Another option to look into is ViewPorts. This will allow you to create a boarder around the screen, so you can have health indicators, etc. And then Blitz will clip inside that ViewPort. It's pretty cool, actually.

Currently my other site is down ( http://www.blitzcoder.com ), but when it comes back up you can find a ton of tutorials/articles there that can help you along. Plus there are a lot of people there that use Blitz a lot and can help you (and maybe you'll even find a coding partner). I did write a book called "Learn to Program 2D Games in Blitz Basic", also, and it talks about some of the issues presented here and more. When the BlitzCoder site comes back up, you'll be able to get information on that book, if you're interested.

All the best,

-Krylar

------------------

dark_star

Junior Member

Posts: 9
From:
Registered: 08-18-2003
thanks... i tried to check out your site, but it wouldnt open. ill
check it out. i almost got your book once too. my brithday is coming
up... maybe ill get it.

also, on one of the tutorials in the blitz demo. it said something
about game speed control... i wrote a game and then transfered it
to my brothers com, but it played slower on his. anyway, the tutorial
said something about a counter that seemed to be a real pain in the
butt. so i was thinking... cant you use this for the same effect...
delay(1000/counts)
all coms run millisecs the same speed, right? so one second divided
by the number of frames you want... does this work???

Krylar

Administrator

Posts: 502
From: MD, USA
Registered: 03-05-2001
The site's back up...there was a MASSIVE server crash that killed it for a long long time. Fortunately, it's all better now

-Krylar

------------------