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Thread: Auto loading images to ASDB file , ImageFX error

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  1. #1
    Hi all,

    Anyway after sleeping I think I'll just re-write the editor along with the game itself . The part about the TTileData . After searching a bit online , in the old Afterwarp forums , and looking for some other games
    I realized they all use sprite sheets .
    So I will not be adding 100 images individually for the MainMenu for example but I will add a complete SpriteSheet. I will alter my TTileData record to look like this (probably) :
    Code:
     TTileData = record
       Sheet : String; // sheet name from ASDB archive (menu,level01,level02...etc)
       PatternStart :  Word;  // where my desired image starts
       PatternStop : Word; // where my desired image stops (in case it's animated)
       // AnimSpeed : Single;
     end;
    I need to go to work now , but I think this might be a better idea , make the ASDB file easier to manage, and far faster to load then with my current 700 ~ individual images.

    Greetings
    Robert

  2. #2
    Have you checked the code for Asphyre Manager to see how it works? I bet that with litle work you could change it so it is capable of loading multiple images a once itno ASDB.

    Also it is ture that loading entire sprite sheats would be much faster than loading individual images but that does require you to create entire spritesheat using some other program, which might in the end be even slower and require more work. Not to mention that by using of sprite sheats you need to change entire spritesheat even if you do just a small change to one of your images.

    The reason why ASDB is implemented into Asphyre is that it actually is managed sprite sheat which alows you to load the textures into your game much faster than you would by loading them from individual files.

  3. #3
    Some missing info in your first post.

    - We don't see where UnmaskAlpha() is called from.
    - How is Dest: TBitmap created before sending as parameter?
    - You are typecasting it, so couldn't it be procedure UnmaskAlpha(Dest: bmp2xlbmp);
    - What is bmp2xlbmp anyway?

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