Now rejected.
The issue with the offset is that you set the position variables, and then sync, but you don't reposition the sprite until the next loop, which gives the appearance of the 'flash'. If you put the SPRITE command immediately before the SYNC, it works correctly.
The PASTE SPRITE issue is also not a bug. You set the sprite at it's initial position, then never move it. You then paste the sprite every loop too but at the new position. You are basically rendering the sprite twice - DBPro still renders the original sprite even if you paste it elsewhere. If you position the sprite off-screen, then you will probably get the effect you are after.
remstart
Title: using 'offset sprite' the 'sprite' command flashes old sprite image when it changes to the new offset location
URL: http://forum.thegamecreators.com/?m=forum_view&t=158385&b=15
remend
`Set Display Mode 1280,1024,32 `Set Your Display Mode
sync on
sync rate 60
set text opaque
PivotPoint = 2 `Centre Rotation = 1, Corner Rotation = 2
Angle = 1 `Sprite Rotation Angle
BasePosX = 200 `Sprite Position x
BasePosY = 200 `Sprite Position y
PivotPosX = 100 `Offset Position x
PivotPosY = 100 `Offset Position y
X = 200 `Current Position x
Y = 200 `Current Position y
Ink RGB(0,255,0),0
Box 0,0,200,200
Get image 1,0,0,200,200
Color Backdrop RGB(0,0,0) `Makes the black not blue(caused by sprites).
cls
REM **** Place initial sprite off-screen
Sprite 1,-10000,-10000,1
Do
Cls 0
Angle = WrapValue(Angle + 1)
Rotate Sprite 1,Angle
If PivotPoint = 1
If Angle = 0 `Change this variable for the different angles.. Try 86,
OffSet Sprite 1,0,0
X = BasePosX
Y = BasePosY
Inc PivotPoint
Endif
Endif
If PivotPoint = 2
If Angle = 359 `You can change this aswell if u want, but only change one of these varibales at one time.
OffSet Sprite 1,PivotPosX,PivotPosY
X = X + PivotPosX
Y = Y + PivotPosY
Angle = 1
Dec PivotPoint
Endif
Endif
REM **** Commands moved here, to use the new values of the variables before rendering
` Sprite 1,X,Y,1
paste sprite 1,X,Y
sync
Loop