i think i figured it out (light fx on a 2d sprite!)
1. first i did use a bitmap editor like photoshop (trial version),
then i nned to draw a sphere with with in the midt and transparent at the edge of sphere radius.
2. save that image in png format (it should save transperancy infomation.
now put the image into the sourcecode of dark basic pro, and there you have it, a sprite with a ekstra light over it, if the sprite comes close to any obstacles it will too get brighter, its all about using the command "set alpha image no, alpha value.
setting aplha value to zero, will cause the sprite to be
complety invisible and opersite will show sprite with no transperancy.
set display mode 1024,768,32
cls
set sprite 1,1,1
set sprite 2,1,1
set sprite 3,1,1
set sprite 4,1,1
load image "c:\dark basic sprites\lightfx.png",1
rem xxx is a blue dark background
load image "c:\dark basic sprites\xxx.bmp",2
rem tank sprite is a tank sprite
load image "c:\dark basic sprites\tank.bmp",3
rem i just created a pacman picture, the light fx is as the
rem exact posiion as pacmaN, so pacman has light over him
load image "c:\dark basic sprites\pacman left.bmp",4
rem paste backgorund, show background image
paste image 2,0,0,1
rem set the light fx image to alpha value to 55% transpercy.
set sprite alpha 1,55
rem show sprite 1-2-3.
sprite 1,310,170,1
sprite 3,330,201,3
sprite 4,360,210,4
wait key
here is a eks of particles beside the sprite but the particles is not positoned at the exact position as pacman sprite (i dont know how to do it!).
set display mode 1024,768,32
cls
rem load image "C:\dark basic sprites\particles.bmp",5
make particles 5,5,6,3.11
position particles 5,1,1,1
position camera 1,33,2
point camera 1,1,1
set sprite 1,1,1
set sprite 2,1,1
set sprite 3,1,1
set sprite 4,1,1
load image "c:\dark basic sprites\lightfx.png",1
load image "c:\dark basic sprites\xxx.bmp",2
load image "c:\dark basic sprites\tank.bmp",3
load image "c:\dark basic sprites\pacman left.bmp",4
paste image 2,0,0,1
set sprite alpha 1,55
sprite 1,310,170,1
sprite 3,330,201,3
sprite 4,360,210,4
wait key
i am allso working on a idea of putting a pat with a machine gun, shooting down the opponent, but player 1 or 2 can only get the machinegun if they hit a certain brick with the machinegun symbol, infact i allready coded it into my pong game which is a mix of arkoniod and pong, but its only a test game for now.
i do have trouble with the firing bullet from the machinegun,the position of the bullet has to match the bat`s position, it dosent !.
her is my code (i will figured it out soon).
rem function shooting
set display mode 1024,768,32,33
bulletx=0
bullety=0
x=5
y=200
y=bullety
cls
set sprite 1,1,1
set sprite 2,1,1
load image "c:\dark basic sprites\bullet.bmp",1
load image "c:\dark basic sprites\bat1.bmp",2
bulletx=0
bullety=0
bulletmoving=3
do
bulletx=bulletx+bulletshot
if upkey()=1 then dec y,3:dec bullety,bulletmoving
if downkey()=1 then inc y,3:inc bullety,bulletmoving
if spacekey()=1 then bulletshot=1:bulletmoving=0
if bulletx>1150 then bulletx=60:bulletshot=0:bulletmoving=3
sprite 2,x,y,2
sprite 1,bulletx,bullety,1
loop