TileBlock and TileImage
Posted: Mon Jul 26, 2004 10:29 pm
Hiya,
I know this isn't going to be super speedy or anything, but I've been going through stuff that I did in Blitz and working on making PB versions of them. This was in the process of doing a little starfield parallaxing thingy.
I'm finding a lot of things that PB has that Blitz doesnt, as well as finding things that Blitz has that PB doesn't.
Two functions that I used in Blitz are TileBlock and TileImage. They both take a sprite and cover the background with it, with TileBlock doing it destructively and TileImage using transparency. I don't know if PB has something that does this or not, but I couldn't find it so I coded up a quick one using PB procedures.
I've only set this up for use with a starfield and I haven't fully debugged it. Looks just fine with the starfield, but when I loaded up a different tileset the spacing acted a bit funny, so I'll dig into that later and figure it out.
Anyway, if you've any use for this, wanna make it better, faster, etc., feel free.
Code and assets: Click Here.
-Krylar
I know this isn't going to be super speedy or anything, but I've been going through stuff that I did in Blitz and working on making PB versions of them. This was in the process of doing a little starfield parallaxing thingy.
I'm finding a lot of things that PB has that Blitz doesnt, as well as finding things that Blitz has that PB doesn't.
Two functions that I used in Blitz are TileBlock and TileImage. They both take a sprite and cover the background with it, with TileBlock doing it destructively and TileImage using transparency. I don't know if PB has something that does this or not, but I couldn't find it so I coded up a quick one using PB procedures.
I've only set this up for use with a starfield and I haven't fully debugged it. Looks just fine with the starfield, but when I loaded up a different tileset the spacing acted a bit funny, so I'll dig into that later and figure it out.
Anyway, if you've any use for this, wanna make it better, faster, etc., feel free.
Code and assets: Click Here.
-Krylar