|
Post by nra on Jan 10, 2013 0:47:12 GMT
Yep, it's me again)
I found a way to colourize the sprites begin overwritten with an empty coloured message - two lines of two spaces: "xx xx" at a char-position, yet for static objects.
Now I'm debuggin the issue with proper line/column position for moving sprites, but it doesn't work ok.
For example, the player event is: . . . controls . . .
{to get m = X div 8}
let a X let m 0
repeat 22 {which is 176/8} if a>8 subtract 8 from a add 1 to m endif endrepeat
{and the same with Y}
let a Y let n 0
repeat 32 {which is 256/8} if a>8 subtract 8 from a add 1 to n endif endrepeat
let line m let column n getrandom 15 add 1 to random message 5 {which is a 2x2 empty text == 16x16 pix}
But no good way yet... Any ideas?
|
|
|
Post by 10loadgameplay on Jan 11, 2013 12:52:33 GMT
That's a great idea, I love your think nra!
I tried a lo-fi version with some success (it worked for the Player and static objects). I created 8 empty blocks with the same ink colour, but different Paper colours (1-8). I then set them to type 'fodder' and added a dig<direction> command in the Player event code. So the result was the Enemy or object would be coloured, but as you collected the Object or walked towards the enemy the colour 'fodder' block would be removed.
It's not really a complete solution though, but it worked ok for Objects. The problem I had was that fodder blocks sometimes would not return to block 0 (as the manual states) but would contain some kind of graphic corruption.
|
|
|
Post by alessandro on Jan 11, 2013 13:02:22 GMT
The problem I had was that fodder blocks sometimes would not return to block 0 (as the manual states) but would contain some kind of graphic corruption. I also had this problem with the doors in Apulija-13, which in v1.1 are made up with fodder blocks.
|
|