Xojo Conferences
XDCMay2019MiamiUSA

Re: realbasic-games Digest, Vol 10, Issue 23 (Real Studio games Mailinglist archive)

Back to the thread list
Previous thread: Passing null to a declare
Next thread: Rotating Sprite Images (was Re: How can anti-aliasing be turned off?)


Re: realbasic-games Digest, Vol 10, Issue 23   -   Heinz J. Gattringer
  Re: realbasic-games Digest, Vol 10, Issue 23   -   Joseph J. Strout

Re: realbasic-games Digest, Vol 10, Issue 23
Date: 30.01.05 19:46 (Sun, 30 Jan 2005 13:46:26 -0500)
From: Heinz J. Gattringer

On Jan 30, 2005, at 1:00 PM,
<email address removed> wrote:

> I'm confused -- you said you were using Object3D to rotate the
> pictures, right? You can't do that without using an Rb3DSpace.
>

My mistake. I am actually using PixmamShapes and then the drawObject
call of the graphics property of a plain common canvas. I thought that
by using these objects I was using Object2D entities (not Object3D).
Anyway, I am in the realm of canvases, not Rb3D.

My project is by now so advanced and firmly entrenched in the 2D world
of the spriteSurface that I don't feel like transfering it all to Rb3D.
But my curiosity is so spiked that I am determined to try some stuff on
Rb3D at the same time. Mainly to check out performance issues. I am
trying to keep things rather simple and maybe Rb3D will just surprise
me.

> But anyway, what you want is issue 1.1 of RB Developer. You can get
> that on CD-ROM along with the other whole first year at
> <http://www.rbdeveloper.com/>. Look for the article "Three Ways to
> Animate" by yours truly.

Will do.

> You can also apply similar techniques to spaceships, characters,
> buildings and more
>
> Spaceships: adding a sensor array, weapons, escape pods, shields,
> decals/logos, scorch marks -- all to make a generic ship unique.
>
> For characters: apply the armor that the character is wearing (leather,
> chain, plate), various helmets, color of clothes, skin color and
> appearance, shoes, extra arms, weapons and the list can go on and on...

Oh, God. As said, I was trying to keep things simple, but this stuff
sounds tempting enough to give it a try. I am the most non artistic guy
you could thing of, so I fully expect any customized sprite in my game
to still look sort of crappy, but the technical challenge of getting it
to work is very attractive.

Thanks for all the help
Heinz Jose

_______________________________________________
Unsubscribe or switch delivery mode:
<http://www.realsoftware.com/support/listmanager/>

Search the archives of this list here:
<http://support.realsoftware.com/listarchives/lists.html>

Re: realbasic-games Digest, Vol 10, Issue 23
Date: 31.01.05 13:45 (Mon, 31 Jan 2005 06:45:01 -0600)
From: Joseph J. Strout
At 1:46 PM -0500 1/30/05, Heinz J. Gattringer wrote:

>>I'm confused -- you said you were using Object3D to rotate the
>>pictures, right? You can't do that without using an Rb3DSpace.
>
>My mistake. I am actually using PixmamShapes and then the drawObject
>call of the graphics property of a plain common canvas. I thought
>that by using these objects I was using Object2D entities (not
>Object3D).

That's correct (and it's the approach I would recommend).

>My project is by now so advanced and firmly entrenched in the 2D
>world of the spriteSurface that I don't feel like transfering it all
>to Rb3D.

Ah, you're imagining that transition is difficult. It's not; you can
set up an Rb3DSpace so that it works pretty much exactly like a
SpriteSurface. The main drawback is that you no longer have an easy
way to detect collisions, but for an RTS game, I doubt that matters.

> But my curiosity is so spiked that I am determined to try some
>stuff on Rb3D at the same time. Mainly to check out performance
>issues. I am trying to keep things rather simple and maybe Rb3D will
>just surprise me.

That's a sensible approach.

Best,
- Joe