MODULE: mode7 0.3.0

Started by eri0o, Tue 29/03/2022 02:11:31

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RootBound

Experiment is making progress! Thanks again to @Khris for all your help and to @eri0o for the module. This is great fun.

They/them. Here are some of my games:

Crimson Wizard

Quote from: Khris on Thu 07/09/2023 13:02:19I found the missing piece: the module only draws to its DynamicSprite, and you have to draw that to the room:

BTW, you may assign the module's graphic to a room object or overlay to skip a second bitmap redraw and make things slightly faster. You may also do that once the dynamic sprite is created, probably at room load (?).

Code: ags
function room_Load()
{
    // other set up

    oObject1.Graphic = ThePlace.Screen.Graphic;
}

When the dynamic sprite is updated, the object's look will also get updated automatically.

newwaveburritos

Ha ha dang that looks great.  My Quarantine-clone is kind of a pile by comparison.

Khris

I also encountered the Sprite 19 issue; the module is based on my old AGSKart code, and I simply hardcoded a bunch of stuff, including sprite slot 19 which ended up in Mode7::_DrawGroundSprites.
The workaround is to assign a random sprite to slot 19.

The two color block is probably due to the hard coded animated question mark; whatever you choose as sprite 19 ends up drawn to the ground on top of the main texture.

newwaveburritos

Oh yeah I did notice that question mark block as I was driving around doing the testing lol.  I was just like "eh I'll figure that out later..."

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