ok.. so instead of having the point running for the whole image, you just use it where the character is to detect 'gaps'
and then destroy the landscape when the bopmb hits it.. i gotcha!
and there i was getting the point value of the ENTIRE bitmap hehe .. my bad! cheers! i'll edit it a bit n see wot happens.
*-* EDIT *-*
Sorry to ruin your thread like this but im still having problems. Am currently using a mouseclick to act as the bomb.
REM INITIAL
sync on
set display mode 800,600,32
REM LOAD IMAGES SET CURRENT BITMAP
load bitmap "cement01.bmp",1
set current bitmap 1
REM ARRAYS / BITMAP VARIABLES
BMW=bitmap width(1)
BMH=bitmap height(1)
BMP=BMW*BMH
RAD = 50
REM GET IMAGE FROM BITMAP AND TEXTURE A PLAIN
GET IMAGE 1,0,0,BMW,BMH
make object plain 1,BMW,BMH
texture object 1,1
REM MAIN LOOP
do
if mouseclick=1
rem scale down to BMW*BMH
X=mousex() : Y=mousey()
xi=int((x/800)*BMW) : yi=int((y/600)*BMH)
rem set ink to black (transparent) and draw circles
ink rgb(0,0,0),0
For I = 1 to RAD
circle xi,y1,RAD
Next I
rem update image, paste transparency key,update again
GET IMAGE 1,0,0,BMW,BMH
PASTE IMAGE 1,0,0,1
GET IMAGE 1,0,0,BMW,BMH
texture object 1,1
endif
sync
loop
if u try running it, use any old bitmap, it will update itself. Cheers