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Thread: Allegro.pas

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  1. #1
    I realize that it's not part of standard allegro, but could you consider for next version adding some functions to make color from HSV (Hue, Saturation, Value, known sometimes also as HSL) values? Also values for getting hue, saturation and value from color integer. The reason I'm asking is because with HSV model it is easy to do things like lighting (for 2d games), cool gradients or some of advanced AI (I've seen AI designs based on following objects with certain Hue).

  2. #2
    Don't force smartlinking in allegro.cfg if you don't have a very specific reason to do it; it causes compilation errors with external assemblers.

  3. #3
    Quote Originally Posted by Darkhog View Post
    I realize that it's not part of standard allegro, but could you consider for next version adding some functions to make color from HSV (Hue, Saturation, Value, known sometimes also as HSL) values? Also values for getting hue, saturation and value from color integer. The reason I'm asking is because with HSV model it is easy to do things like lighting (for 2d games), cool gradients or some of advanced AI (I've seen AI designs based on following objects with certain Hue).
    al_hsv_to_rgb
    al_rgb_to_hsv


    Unless you're talking about Allegro.pas 5.0 beta. If you are, then may be I can translate those functions from C to Pascal.
    No signature provided yet.

  4. #4
    How can I check if allegro sample is stopped? I need that because some of music I'm going to use has "intro" part, then actual looping one.

    //edit: It turns out... I can't . There is Allegro's library function which would help with that... but isn't implemented for one reason or another. Damn.
    Last edited by Darkhog; 30-06-2013 at 11:58 PM.

  5. #5
    Sorry for d-posting, but could you write some unit that could make Allegro to load fonts made with AngelCode's BMFont (http://angelcode.com/products/bmfont/)? Under that link there's full documentation, but my understanding of Allegro is too limited to actually implement this.
    Last edited by Darkhog; 02-07-2013 at 07:58 AM. Reason: Fix'd link

  6. #6
    Quote Originally Posted by Darkhog View Post
    Link fix for the lazy ;-)

  7. #7
    Thanks, didn't notice when posted it that link's broken. Fixed now.

  8. #8
    Quote Originally Posted by Darkhog View Post
    //edit: It turns out... I can't . There is Allegro's library function which would help with that... but isn't implemented for one reason or another. Damn.
    I didn't know that function exists; that's why it isn't implemented. May be I implement it this week (if I have time enough).

    Quote Originally Posted by Darkhog View Post
    Sorry for d-posting, but could you write some unit that could make Allegro to load fonts made with AngelCode's BMFont (http://angelcode.com/products/bmfont/)? Under that link there's full documentation, but my understanding of Allegro is too limited to actually implement this.
    AFAIK font loading isn't trivial. Anyway I'll take a look. may be I can do something.
    No signature provided yet.

  9. #9
    Well, I know isn't trivial That's why I didn't do it myself .

    Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.

  10. #10
    Quote Originally Posted by Darkhog View Post
    Well, I know isn't trivial That's why I didn't do it myself .

    Anyway, maybe you should look into official allegro docs to see what functions are there? So we can avoid such things in future.
    he made that allegro port you are using with your game, have some respect

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