@Itg46: the sprite visible command just tells you if a sprite is hidden or not, it doesn`t get affected by the sprites position, as this snippet shows, press space to place the sprite offscreen and enter to bring it back, the value of a remains one whatever the position of the sprite.
print "A"
get image 1,0,0,20,20
sprite 1,200,200,1
do
a=sprite visible(1)
text 0,0,str$(a)
if spacekey()
sprite 1,-500,-500,1
endif
if returnkey()
sprite 1,100,100,1
endif
loop
back to the main subject, a font command like this would be nice
make charset from image <fontid,imagenum,images wide,images high,1stascicode,lastasciicode>
would make it far easier to use fonts in games or make custom fonts to match the style of the game, for example.
you load an image that is 400pixels by 40pixels into image 1, the image is a strip of numbers from 0 to 9
you use the command
make charset from image "userfont1",1,10,1,30,39
this makes a internal font called userfont1, from image 1, by cutting it into 10x1 tiles (like DB does with matrix images) and assigning the tiles to characters 0 to 9 (ascii 30 to 39), so if you use
set text font "userfont1"
you get the custom font
then as long as you just print numbers 0 to 9 you get the custom font, if you print text you get the default DB font since you didn`t assign tiles for those, it would make customiseing fonts much easier IMO.
a collision command that registers non sprite hits on a special bitmap, maybe only one bit deep (like a mask), you have a command like
enable mask layer width,height
and that maskes the 1bit deep image
then you could have a command like
make mask layer from image imagenumber
that would copy a bit to the mask layer everywhere a pixel was lit on the image, then you could check for sprite collisions with the mask, so you could draw all the stuff the player will collide with in a platform game for example, make a mask layer from it, then finish drawing the rest of the scene (background etc), then the user can check for the sprite hitting a pixel in the mask and stop the player going through the ground, jumping through walls etc, something like
var=mask collision(spritenumber)
hope they at least give some ideas.
Mentor.
PC1: P4 3ghz, 1gig mem, 2x160gig hd`s, Radeon 9800pro w cooler (3rd gfx card), 6 way speakers.
PC2: AMD 2ghz, 512mb ram, FX5200 ultra, 16 bit SB.
Mini ATX cases suck.