Page 1 of 1

Posted: Fri Dec 06, 2002 4:35 pm
by BackupUser
Restored from previous forum. Originally posted by hypervox.

Here's my dime's worth on extra features...:)

Load a bitmap into memory, and allow LOADSPRITE to extract sprites from it, based on x,y,width & height atributes

Posted: Fri Dec 06, 2002 4:49 pm
by BackupUser
Restored from previous forum. Originally posted by MrVainSCL.

hello hypervox and welcome to pb :wink:

You can do this in the actual version with the command "ClipSprite(#Sprite,x,y,width,height)" and then display it where every you want on screen...

If you want load a complete image to memory and grab then every element (tiled block i.e.) as seperate sprite id, you can use CreateSprite() - "ClipSprite(#Sprite,x,y,width,height)", Displaysprite at x/y 0,0 of your new created sprite... :wink:


ADDED:
You can include any stuff (sound/images...) into your created executeable and grab/catch (load) it from memory adress with the commands "GrabSprite()", GrabImage(), GrabSound() ... :wink:


greetz
MrVainSCL! aka Thorsten

PIII450, 256MB Ram, 80GB HD + 6,4 GB, RivaTNT, DirectX8.1, SB AWE64, Win2000 + all Updates...

Posted: Mon Dec 09, 2002 3:44 pm
by BackupUser
Restored from previous forum. Originally posted by hypervox.

Oooooooo I LIKE