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2D All the way! / Why is the memblock out of range?

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aluseus GOD
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Posted: 30th Sep 2007 00:09


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Insert Name Here
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Posted: 30th Sep 2007 10:57
Why is the thread in 2D discussion?

Quote: "Everyone's entitled to an opinion...but your opinions are wrong."

aluseus GOD
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Posted: 30th Sep 2007 16:35
I create an array based on an image, use a memblock to get every pixel in the image and store it to the array, then try drawing it on screen.

I use 32-bit mode. What screen depth should I use?

Thanx for any help.

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aluseus GOD
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Posted: 1st Oct 2007 02:50
On my computer, there were two problems.

The memblock is still out of range.

THe next one is that you didnt include my three arrays. One stores
what the color of the point is, another stores the points angle to the center of the image, the one that says dist store the distance from the images center.
Not too big, I can add this back in. My ultimate goal is to rotate the image using memblocks.

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Van B
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Posted: 1st Oct 2007 10:34
Why are you making life difficult for yourself?

Just rotate the sprite!

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Van B
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Posted: 1st Oct 2007 12:31
Ahh I see now. The last time I did this I used lines, like an outline around the ship, but actually stored the radius and angle of each segment of the outline. Then using line intersection checks for collision. Worked out pretty nice in the end, and was fairly fast.

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aluseus GOD
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Posted: 2nd Oct 2007 01:07
@WindowsKiller.
Darn. Its too slow! Man... The reason I did this was because I did it on an 'image' except there was no image, just pixels stored in an array. It went fairly fast when the array was small, so I wanted to replicate it for small sprites.

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Van B
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Posted: 2nd Oct 2007 09:20
You should check out that new sprite plugin, pretty sure that has pixel perfect sprite collision, and it's free too. Check the newsletter or go hunting for the thread in program announcements.

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aluseus GOD
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Posted: 26th Oct 2007 03:12
@VanB: I don't care for a pp collision plugin that doesn't support rotated sprites. On a positive point, you stored the radius and angle? Gee thats what I was trying to do! It was fairly fast you say? I might try it.

Hi. I am sorry for being a random n00b. I got carried away and started posting to much. Then again I am a little kid.
This has been a public announcement by John- who wants a taco.
aluseus GOD
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Posted: 27th Oct 2007 02:55
AdvancedSprites can only read pixels, similar to the point command, bu t it is used on sprites.
@WindowsKiller
I can't! I need to rotate the sprites 360 degrees. It's ok, Im going to store the pixel information in an array, then save array to save a sprite definition I can load up in my game.

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aluseus GOD
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Posted: 27th Oct 2007 20:07
@WindowsKiller
Im not going to store arrays for all 360 degrees of motion! That would be ridiculous. What Im going to do is create 3 arrays. One that stores pixel color, one for pixel angle from center, one for pixle distance form center.

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demons breath
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Posted: 30th Oct 2007 02:19
@AG: WK is right - although theoretically your idea might work, DB isn't fast enough to do that every frame.

aluseus GOD
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Posted: 30th Oct 2007 04:04
why not? weren't the old images drawn pixel by pixel? And I am going to load the data for the pixels.
Well, Ill just do it when I have time.

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aluseus GOD
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Posted: 31st Oct 2007 06:01
but i use load array.

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aluseus GOD
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Posted: 31st Oct 2007 23:00
You made me cry. Well, you did confuse me. Ok, no more posting in this thread I can tell this WILL turn into an argument. Ill just take you word for it windowskiller.

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aluseus GOD
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Posted: 31st Oct 2007 23:12
thank you for that very brain clearing comment (not being sarcastic)

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demons breath
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Posted: 2nd Nov 2007 05:41
Quote: "Ok, no more posting in this thread"


Am I missing something or does your next post negate this?

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