Post by kk128 on Jun 12, 2013 14:38:57 GMT
Hi, I am enjoying AGD, amazing tool, if something like this existed 20 years ago I would have been a very happy young boy, instead I made do making naff games in BASIC and never quite got round to learning anything about machine code. Suddenly some things are starting to dawn on me like what actually happens to produce graphics on a spectrum etc. but at my rate of learning I ill be 60 before I have even been able to produce an animated graphic in machine code....anyway...AGD does what I need!
But one limitation I find, and I'm sure theres a good long technical explanation for why this is too difficult to implement/infficient n the code etc. ( and I would love to read it ) but I am wondering how layers could work in AGD?
An example. Just now when a sprite passes over another sprite, the two sort of clash and we are left witha distorted image. DIZZY 1 had the same. Fast forward a few DIZZYs and now the graphic of DIZZY is clearly visible when passing background graphic elements (colour clash is there but i at least understand that now! How different would it be to AGD to be able to treat some sprites with priority with regards to how its drawn on the screen, and couldthey be masked? (ie. a blank, no pixel in the sprite is still present) Thinking more on that it would make the outside ofthe sprite always visible...so i guess some sort of transparency is what I am looking for? Would be great to know how the current setup works for drawing sprits and why it can't layer just now.
I am also thinking, I am trying to work on an isometric style game in AGD. Obviously its not whats its intended for, but I dn't see the fun in using tools for what they are intended Masking sprites would be great here and add to the illusion of the game being in 3D. The single room iso's are easy enough to emulate in AGD, but I am now thinking something like great escape where the character doesn't really move as much as he apears to be moving by the background moving. Does anyone know any way of recreatinglike changing blocks?
But one limitation I find, and I'm sure theres a good long technical explanation for why this is too difficult to implement/infficient n the code etc. ( and I would love to read it ) but I am wondering how layers could work in AGD?
An example. Just now when a sprite passes over another sprite, the two sort of clash and we are left witha distorted image. DIZZY 1 had the same. Fast forward a few DIZZYs and now the graphic of DIZZY is clearly visible when passing background graphic elements (colour clash is there but i at least understand that now! How different would it be to AGD to be able to treat some sprites with priority with regards to how its drawn on the screen, and couldthey be masked? (ie. a blank, no pixel in the sprite is still present) Thinking more on that it would make the outside ofthe sprite always visible...so i guess some sort of transparency is what I am looking for? Would be great to know how the current setup works for drawing sprits and why it can't layer just now.
I am also thinking, I am trying to work on an isometric style game in AGD. Obviously its not whats its intended for, but I dn't see the fun in using tools for what they are intended Masking sprites would be great here and add to the illusion of the game being in 3D. The single room iso's are easy enough to emulate in AGD, but I am now thinking something like great escape where the character doesn't really move as much as he apears to be moving by the background moving. Does anyone know any way of recreatinglike changing blocks?