U can use simple images too, for background: paste image x,y - easier than easy
and sprites for those images which can change like health bar: if hp changes u just size sprite num, x+-change, y
If u want to have variable resolution in your game, use all the sprites. When changing resolution, recalculate "base" sizes of all sprites and resize all of them once. In this case u will have to recalculate x, y positions of sprites too. In my program i use constants declared at beginning for all images and sprites, so i don't get lost later. for variable resolution u just use variables.
here is example:
@ declarations @
`New Game Menu
#constant NewGameBackgroundImageNumber 10
#constant NewGameBackgroundImage "NewGame.bmp"
#constant NewGameBitmapNumber 3
#constant NewGameBitmap "NewGameBitmap.bmp"
#constant MapSelectedImageNumber 11
#constant MapSelectedImage "MapSelectedButton.bmp"
#constant BackButtonImageNumber 12
#constant BackButtonImage "BackButton.bmp"
#constant StartGameButtonImageNumber 13
#constant StartGameButtonImage "StartGameButton.bmp"
#constant MiniMapSprite 1
#constant MiniMapImageNumber 14
#constant MiniMapImage "MiniMap.bmp"
@ using them in function to load all media @
`buttons for New Game menu
Load Image MapSelectedImage, MapSelectedImageNumber
Load Image BackButtonImage, BackButtonImageNumber
Load Image StartGameButtonImage, StartGameButtonImageNumber
Load Image MiniMapImage, MiniMapImageNumber
Sprite MiniMapSprite,0,0, MiniMapImageNumber
Size sprite MiniMapSprite, 256,256
Hide Sprite MiniMapSprite
IMHO to paste image is far faster for pc to do than to paste image on plane and render it
P.S. @Madscientist can U check this:
http://forum.thegamecreators.com/?m=forum_view&t=179613&b=1&p=0
that's what for i am writing here

u don't provide any email or smth so i couldn't contact u differently
[EDIT]
i found some interesting info about dark basic rendering:
DirectDraw versus Direct3D
Did you know that DarkBASIC programs use DirectX? That's right—when you write a program with DarkBASIC, you are writing DirectX 7.0 programs without any effort! Possibly the most difficult aspect of DirectX programming is initializing DirectX components, such as DirectDraw. DarkBASIC actually utilizes Direct3D for almost all graphics output. It works this way because DirectX 7.0 separates the 2D and 3D graphics libraries. DirectDraw handles 2D graphics such as bitmaps and sprites, while Direct3D handles 3D graphics such as textures and polygons. These two systems aren't compatible! You can't draw using DirectDraw, for example, and then render a 3D character on the same screen. DirectX 7.0 just doesn't work that way.
Instead, DarkBASIC uses 3D mode for everything—including 2D graphics commands. This might be part of the reason why DarkBASIC is considered a 3D programming language. Although DarkBASIC has many built-in 2D graphics commands, it was clearly designed for rendering 3D graphics. Some 2D commands seem to run slowly; this is another side effect of DarkBASIC's use of Direct3D for all of the graphics commands. This might sound amazing, but DarkBASIC may be able to draw a textured polygon faster than it is able to draw a simple line on the screen!
From
Beginner's Guide to DarkBasic Game Programming
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