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Messages - FernandoJS

#1
Thanks a lot for the help!

I think i will switch to the 16-bit mode. After all, its true, I don't really have a good reason to continue working in the 8-bit mode. I'm not using any of the cool palette effects or anything like that.

Anyway, it would be interesting to try your solutions, Scavenger. I can't really test the Allegro patch myself either, but I would consider making the registry entry. The only problem I see with this solution is that it would require, if I understand correctly, creating a new registry file outside of the folder with the compiled game, and that would mean that everybody that downloads the game has to copy that .reg file into their registry area. Maybe this would be easy with an installation program that does everything automatically, but I've never tried to work with something like that before.

But again, thanks a lot for the help. You've been really helpful!
#2
Hola!

I'm new to the forum, and I hope I'm posting in the correct place. Also, sorry if my English is not perfect.

I'm working on a project with an 8-bit colour depth and a 320 * 200 graphics resolution, and I've encountered a problem that I can't seem to solve... in a way that really satisfies me.

The problem is that, when I run the game in a full-screen mode, some of the colours of every background and every sprite are wrong. For example, the floor of a room is drawn with various tones of grey. When the game is run in a window, it looks perfect, but if it is played in full-screen, one of those tones becomes blue, other green, or yellow, and others don't change.

I believe that the problem has something to do with some of the colours of the palette "switching" place. But I don't know how, or why.

I've would show screenshots but, for some reason, I can't take them when I'm on full screen.

Anyway, I can partially fix this problem if I change the colour depth to 16, but maybe that's kind of a lazy solution.

Thanks in advance for the help! I appreciate it!
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