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2D All the way! / Sprites/Blue screen solutions: Which one?

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ProfessorKill
20
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Joined: 3rd Nov 2003
Location: Frederick, MD
Posted: 13th Dec 2003 19:22
I read thru the sprites/blue screen tutorial. Makes total sense. Got solution three sorta working. Not totally. I'm trying to decide which solution I should go with.

I have a complex background graphic and a couple scrollable areas. I need to move sprites over all this. Would you recommend the "set sprite" solution? I suppose I can do a GET IMAGE just before showing the sprite, then replace the background when the sprite moves. Yes?

Do you think this is the most efficient way to go? Or other?

Thanks for your advice
Pincho Paxton
21
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Joined: 8th Dec 2002
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Posted: 13th Dec 2003 20:47
You might get more replies if you skipped that tutorial, and just explain what you want to do. We don't all do the tutorials.

Pincho.
the_winch
21
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Joined: 1st Feb 2003
Location: Oxford, UK
Posted: 14th Dec 2003 02:59
I just combat the blue screen with a cls at the top of the loop.

Don't know if it's the most efficent but it is the easiest.

The get image command is slow, try it but I think it will not be fast enough.

dbpro : p166mmx @ 233 : 256mb : sb 128pci : sis onboard
ProfessorKill
20
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Joined: 3rd Nov 2003
Location: Frederick, MD
Posted: 15th Dec 2003 14:32 Edited at: 15th Dec 2003 14:32
@Winch

I opted for SET SPRITE with my background concerns. I'm using GET IMAGE to capture the "underneath" before placing the sprite.

Quote: "The get image command is slow, try it but I think it will not be fast enough."


How slow? My game is turn based so I'm hoping this won't be a factor. Does it -seriously- slow down moving sprites? How many sprites on screen before the slowness would be noticable?

Thanks

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