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Dark GDK / More Animation Problems

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The Back Alley Media
18
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Joined: 22nd Nov 2005
Location:
Posted: 5th Mar 2006 18:44
I have spent the last two days trying to get an animation to play. The following is my code:

// Setup animation
dbLoadAnimation ( "demo1.wmv", 1 );
dbPlayAnimationToImage ( 1 , 111 , 0 , 0 , dbAnimationWidth ( 1 ) , dbAnimationHeight ( 1 ) );
dbLoopAnimation(1);

Inside my main game loop:
dbPasteImage ( 111 , 0 , 0);

First, I had to set the syncrate to 0, which makes no sense to me. My intention was to use a video file for a background while I layered sprites on top of it. With a 0 syncrate, this won't be possible.

Second, mre concerning is that the display is all garbled up. My animation plays, but it looks like a kaleidoscope. It is completely fractured into small rectangles that are displaced. I can't figure it out. No matter what I do, I can't get the animation to play unfragemented. Does anyone have any insight on this?

Third, here is another item that I was hoping to do. My artist typically creates animations with a key color as an avi in After Effects. I want to use these animations as sprites, so i would like to paste them to an image and use the animation as my sprite images. Is this possible.

Thanks in advance for the help.
Barnski
18
Years of Service
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Joined: 26th Jan 2006
Location: Switzerland, Zurich
Posted: 5th Mar 2006 20:55
First:
calling dbSyncRate(0) does mean that Darksdk will decide how fast to refresh the screen/it will try the max syncrate possible. you should be able to use any sprites as normal.. if you worry about movement speed, then just use a timer approach for real time speed calculations...

Second:
cant help on that, you may need to post the file, and the code that produces this behaviour.

Third:
As you only need to specify an image once for a sprite, you should be able to do it by playAnimationToImage... and then it should just work.

-- I just started with DarkSDK, by translating DBP Projects. --
The Back Alley Media
18
Years of Service
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Joined: 22nd Nov 2005
Location:
Posted: 6th Mar 2006 00:36
Barnski,

Thanks for the help. I appreciate it. However, I am still having problems with the animation. The animation file I used, "demo1.wmv" is the file given with the sdk sample code for Visual Studio 6. I took it from the Animation Showcase example. So you should have it with your version of the sdk.

The code that I posted produced that behavior. I have been spinning my wheels on this one. I can't figure what is causing the animation fracturing. At first I thought maybe I gave the animation a bad width/height. I am going to try experimenting with that. But so far I have tried .wmv, and .avi (with different codecs) and have gotten the same results.
The Back Alley Media
18
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Joined: 22nd Nov 2005
Location:
Posted: 6th Mar 2006 19:58
Thanks everyone, I have resolved the problem. This one had me spinning my wheels for a bit. Here is the short answer:

The PC I was working on has an older graphics card, a matrox to be exact. It is pre-direct x version 9. The drivers on it, although upgraded, are not 100% modern or compatible with the latest version of direct x.

I am sorry for spreading a false alarm. I now know that when I put together an executable to make sure to test it on more than one PC. It does bring up a concern. It means that the games I am developing might not work on older PCS.
Barnski
18
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Joined: 26th Jan 2006
Location: Switzerland, Zurich
Posted: 8th Mar 2006 11:44
Quote: " It does bring up a concern. It means that the games I am developing might not work on older PCS. "


That's right, you need a directx9 compatible graphic card and directx9c installed on the target machine for DarkSDK applications to work.

greets,
Barnski.
OSX Using Happy Dude
20
Years of Service
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Joined: 21st Aug 2003
Location: At home
Posted: 8th Mar 2006 12:28
Quote: "It does bring up a concern. It means that the games I am developing might not work on older PCS."

That cant be helped...

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