Author Topic: Flames tutorial  (Read 44513 times)

0 Members and 1 Guest are viewing this topic.

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #15 on: February 20, 2011, 01:59:05 am »
Hmmm well using only one buffer, it shouldn't matter whether or not you have it before or after the for loop, unless you were XORing it right after you displayed it.

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Flames tutorial
« Reply #16 on: February 20, 2011, 02:27:16 am »
Random question about the routine.  Would using Rect( work?
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #17 on: February 20, 2011, 02:28:00 am »
Yes it would, you would get a nice flaming rectangle :) Also note that with this routing there is no need to erase your sprites unless you don't want them to be on fire

souvik1997

  • Guest
Re: Flames tutorial
« Reply #18 on: February 20, 2011, 02:30:13 am »
Wow, this is really cool. Would you mind if I used your code in my game?

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #19 on: February 20, 2011, 02:31:16 am »
Absolutely not, go ahead! :D thats what tutorials are there for, so you can learn and use it :)

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Flames tutorial
« Reply #20 on: February 20, 2011, 02:48:29 am »
Yes it would, you would get a nice flaming rectangle :) Also note that with this routing there is no need to erase your sprites unless you don't want them to be on fire
No, I meant wouldn't it be better to do rect(0,63,1,96 ?
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #21 on: February 20, 2011, 02:53:29 am »
It sure would be faster, but since you were only doing it once, i went for readability, since this is a tutorial :)

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Flames tutorial
« Reply #22 on: February 20, 2011, 02:54:30 am »
Ah ok, that makes sense.
Thanks!
[offtopic]I just had a flashback to Acelgoyobis watching this[/offtopic]
« Last Edit: February 20, 2011, 02:57:04 am by Darl181 »
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #23 on: February 20, 2011, 02:57:57 am »
No problem :) lol acyglobis? haha whyy

Offline Darl181

  • «Yo buddy, you still alive?»
  • CoT Emeritus
  • LV12 Extreme Poster (Next: 5000)
  • *
  • Posts: 3408
  • Rating: +305/-13
  • VGhlIEdhbWU=
    • View Profile
    • darl181.webuda.com
Re: Flames tutorial
« Reply #24 on: February 20, 2011, 03:00:15 am »
The main menu has those effects.
Vy'o'us pleorsdti thl'e gjaemue

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #25 on: February 20, 2011, 03:01:10 am »
Oh so they do! :D Thats awesome! ^^

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Flames tutorial
« Reply #26 on: February 20, 2011, 12:23:11 pm »
Builderboy, that's hot (pun very intended). This might go into the title screen of A:P if I can optimize enough space to fit it.

Edit: Success!
« Last Edit: February 20, 2011, 07:57:05 pm by squidgetx »

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #27 on: February 20, 2011, 01:07:14 pm »
Go for it :D I actually was able to do some neat modifications a while back while i was making a title screen to make a title burn greyscale fire >:D

Offline squidgetx

  • Food.
  • CoT Emeritus
  • LV10 31337 u53r (Next: 2000)
  • *
  • Posts: 1881
  • Rating: +503/-17
  • rawr.
    • View Profile
Re: Flames tutorial
« Reply #28 on: February 20, 2011, 01:22:11 pm »
Question: how did you keep the text TAO from smoking away? From the Tao source, it seemed that you just copied the pic to the screen, then ran the code in a more conservative loop that didn't affect the lower portion of the screen. But when I tried it, the image on screen just burned up...

Offline Builderboy

  • Physics Guru
  • CoT Emeritus
  • LV13 Extreme Addict (Next: 9001)
  • *
  • Posts: 5673
  • Rating: +613/-9
  • Would you kindly?
    • View Profile
Re: Flames tutorial
« Reply #29 on: February 20, 2011, 01:24:28 pm »
Nope, there is 1 extra command in the for loop :) there is an AND {TAO hex data} in there which continually erases the title into the screen, and also provides fuel for the fire to burn