Blood hell, all that typing and it disco's on me right as i click 'post message'. ok, first off, sorry for being...me?; i'm almost at 30hr w/o sleep. secondly, should i put this in another thread?
@DBProUser: sorry for stealing your thread dude.
continueing...again.
this isn't the exact same code i posted before, i'v been working on getting bitmaps to alternate in sequence (like the crappy ocean animation in the old 8-bit nintendo games)
Set Display Mode 1024,768,32 : Hide Mouse : Set Window Off
CD "D:\Game Software\Sprite War"
FileLoc$=Get Dir$()
DIM Map(10,10,2)
`tiled map numbers
Map(1,1,1)=2 : Map(2,1,1)=2 : Map(3,1,1)=2 : Map(4,1,1)=2 : Map(5,1,1)=2 : Map(6,1,1)=2 : Map(7,1,1)=2 : Map(8,1,1)=2 : Map(9,1,1)=2 : Map(10,1,1)=2
Map(1,2,1)=2 : Map(2,2,1)=6 : Map(3,2,1)=5 : Map(4,2,1)=5 : Map(5,2,1)=5 : Map(6,2,1)=5 : Map(7,2,1)=5 : Map(8,2,1)=5 : Map(9,2,1)=6 : Map(10,2,1)=2
Map(1,3,1)=2 : Map(2,3,1)=4 : Map(3,3,1)=8 : Map(4,3,1)=8 : Map(5,3,1)=8 : Map(6,3,1)=8 : Map(7,3,1)=8 : Map(8,3,1)=8 : Map(9,3,1)=4 : Map(10,3,1)=2
Map(1,4,1)=2 : Map(2,4,1)=6 : Map(3,4,1)=5 : Map(4,4,1)=7 : Map(5,4,1)=8 : Map(6,4,1)=8 : Map(7,4,1)=8 : Map(8,4,1)=8 : Map(9,4,1)=4 : Map(10,4,1)=2
Map(1,5,1)=2 : Map(2,5,1)=2 : Map(3,5,1)=2 : Map(4,5,1)=4 : Map(5,5,1)=8 : Map(6,5,1)=8 : Map(7,5,1)=8 : Map(8,5,1)=8 : Map(9,5,1)=4 : Map(10,5,1)=2
Map(1,6,1)=2 : Map(2,6,1)=2 : Map(3,6,1)=6 : Map(4,6,1)=7 : Map(5,6,1)=8 : Map(6,6,1)=8 : Map(7,6,1)=8 : Map(8,6,1)=8 : Map(9,6,1)=4 : Map(10,6,1)=2
Map(1,7,1)=2 : Map(2,7,1)=6 : Map(3,7,1)=7 : Map(4,7,1)=8 : Map(5,7,1)=8 : Map(6,7,1)=8 : Map(7,7,1)=8 : Map(8,7,1)=8 : Map(9,7,1)=4 : Map(10,7,1)=2
Map(1,8,1)=2 : Map(2,8,1)=4 : Map(3,8,1)=8 : Map(4,8,1)=8 : Map(5,8,1)=8 : Map(6,8,1)=8 : Map(7,8,1)=8 : Map(8,8,1)=8 : Map(9,8,1)=4 : Map(10,8,1)=2
Map(1,9,1)=2 : Map(2,9,1)=6 : Map(3,9,1)=5 : Map(4,9,1)=5 : Map(5,9,1)=5 : Map(6,9,1)=5 : Map(7,9,1)=5 : Map(8,9,1)=5 : Map(9,9,1)=6 : Map(10,9,1)=2
Map(1,10,1)=2 : Map(2,10,1)=2 : Map(3,10,1)=2 : Map(4,10,1)=2 : Map(5,10,1)=2 : Map(6,10,1)=2 : Map(7,10,1)=2 : Map(8,10,1)=2 : Map(9,10,1)=2 : Map(10,10,1)=2
`tile modifiers
Map(1,1,2)=0 : Map(2,1,2)=0 : Map(3,1,2)=0 : Map(4,1,2)=0 : Map(5,1,2)=0 : Map(6,1,2)=0 : Map(7,1,2)=0 : Map(8,1,2)=0 : Map(9,1,2)=0 : Map(10,1,2)=0
Map(1,2,2)=0 : Map(2,2,2)=1 : Map(3,2,2)=0 : Map(4,2,2)=0 : Map(5,2,2)=0 : Map(6,2,2)=0 : Map(7,2,2)=0 : Map(8,2,2)=0 : Map(9,2,2)=0 : Map(10,2,2)=0
Map(1,3,2)=0 : Map(2,3,2)=1 : Map(3,3,2)=0 : Map(4,3,2)=0 : Map(5,3,2)=0 : Map(6,3,2)=0 : Map(7,3,2)=0 : Map(8,3,2)=0 : Map(9,3,2)=0 : Map(10,3,2)=0
Map(1,4,2)=0 : Map(2,4,2)=3 : Map(3,4,2)=2 : Map(4,4,2)=2 : Map(5,4,2)=0 : Map(6,4,2)=0 : Map(7,4,2)=0 : Map(8,4,2)=0 : Map(9,4,2)=0 : Map(10,4,2)=0
Map(1,5,2)=0 : Map(2,5,2)=1 : Map(3,5,2)=0 : Map(4,5,2)=1 : Map(5,5,2)=0 : Map(6,5,2)=0 : Map(7,5,2)=0 : Map(8,5,2)=0 : Map(9,5,2)=0 : Map(10,5,2)=0
Map(1,6,2)=0 : Map(2,6,2)=1 : Map(3,6,2)=1 : Map(4,6,2)=0 : Map(5,6,2)=0 : Map(6,6,2)=0 : Map(7,6,2)=0 : Map(8,6,2)=0 : Map(9,6,2)=0 : Map(10,6,2)=0
Map(1,7,2)=0 : Map(2,7,2)=1 : Map(3,7,2)=0 : Map(4,7,2)=0 : Map(5,7,2)=0 : Map(6,7,2)=0 : Map(7,7,2)=0 : Map(8,7,2)=0 : Map(9,7,2)=0 : Map(10,7,2)=0
Map(1,8,2)=0 : Map(2,8,2)=1 : Map(3,8,2)=0 : Map(4,8,2)=0 : Map(5,8,2)=0 : Map(6,8,2)=0 : Map(7,8,2)=0 : Map(8,8,2)=0 : Map(9,8,2)=0 : Map(10,8,2)=0
Map(1,9,2)=0 : Map(2,9,2)=3 : Map(3,9,2)=2 : Map(4,9,2)=2 : Map(5,9,2)=2 : Map(6,9,2)=2 : Map(7,9,2)=2 : Map(8,9,2)=2 : Map(9,9,2)=2 : Map(10,9,2)=0
Map(1,10,2)=0 : Map(2,10,2)=0 : Map(3,10,2)=0 : Map(4,10,2)=0 : Map(5,10,2)=0 : Map(6,10,2)=0 : Map(7,10,2)=0 : Map(8,10,2)=0 : Map(9,10,2)=0 : Map(10,10,2)=0
`my beautiful 32x32 pixel tiles.
Load Bitmap FileLoc$+"\Sprites\Terrain\Water Ocean 1.bmp", 1
Load Bitmap FileLoc$+"\Sprites\Terrain\Water Ocean 2.bmp", 2
Load Bitmap FileLoc$+"\Sprites\Terrain\Water Ocean 3.bmp", 3
Load Bitmap FileLoc$+"\Sprites\Terrain\Coast EW.bmp", 4
Load Bitmap FileLoc$+"\Sprites\Terrain\Coast NS.bmp", 5
Load Bitmap FileLoc$+"\Sprites\Terrain\Coast Obtuse.bmp",6
Load Bitmap FileLoc$+"\Sprites\Terrain\Coast Acute.bmp", 7
Load Bitmap FileLoc$+"\Sprites\Terrain\Grass Land.bmp", 8
Load Bitmap FileLoc$+"\Sprites\Terrain\Forest Small.bmp", 9
Load Bitmap FileLoc$+"\Sprites\Terrain\Forest Large.bmp", 10
`and empty bitmap to play with
Create Bitmap 30,32,32
`making forest sprites.now.this time.maybe.yet? ok, making water move
Get Image 1,0,0,32,32
Sprite 1,32,32,1
Get Image 2,0,0,32,32
Sprite 2,32,32,2
Get Image 3,0,0,32,32
Sprite 3,32,32,3
`making a map
For y=1 to 10
For x=1 to 10
`playing with my empty bit
Copy Bitmap Map(x,y,1),30
If Map(x,y,2)=1
Mirror Bitmap 30
EndIf
If Map(x,y,2)=2
Flip Bitmap 30
EndIf
If Map(x,y,2)=3
Flip Bitmap 30
Mirror Bitmap 30
EndIf
Copy Bitmap 30,0,0,32,32,0,x*32-32,y*32-32,x*32,y*32
`still no forest, moving on.
If Map(x,y,2)=11
Paste Sprite 1,x*32-32,y*32-32
EndIf
If Map(x,y,2)=12
Paste Sprite 2,x*32-32,y*32-32
EndIf
Next
Next
Wait Key
End
so yeah, there's that. if this should be moved else were feel free.
um, was i reading your adive corrently? should i make all the terrain tiles sprites (was working on that for the crap-amation anyways)? or were you trying to show a shorter method of rotation the coast tiles than the *,*,2 array stuff, bitmap 30, stringed IF's i'm currently using?
oh, update, if it helps narrow down why my trees won't show. i can't find a spot any where in my code that a 'Set Current Bitmap 0' won't paint the whole screen blue. it still does the 'wait key' though.
Today is a good day, at least compared to tomorrow.
And every day is a good day to die, because then, there is no tomorrow