If I use DingsFont z_print/print functions works ok.
Thank you all for helps!
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*** Configuration: WIN32 ***
GPC - GLBasic Precompiler V.9.829 SN:349f8813 - 3D, NET
C:\Users\ZIKIAD~1\AppData\Local\Temp\glbasic\gpc_temp0.cpp: In function `int __GLBASIC__::__MainGameSub_()':
C:\Users\ZIKIAD~1\AppData\Local\Temp\glbasic\gpc_temp0.cpp:60: error: invalid initialization of non-const reference of type '__GLBASIC__::DGNatArray&' from a temporary of type 'int'
D:/program/GLBasic/Compiler/platform/Include/glb.h:1339: error: in passing argument 1 of `DGNat __GLBASIC__::MEM2SPRITE(__GLBASIC__::DGNatArray&, DGNat, DGNat, DGNat)'
*** FATAL ERROR - Please post this output in the forum
*** Finished ***
Elapsed: 1.1 sec. Time: 23:17
Build: 0 succeeded.
*** 1 FAILED ***
"more than one tileset images": do you mean more than one tile image, or more than one tileset?...more than one tile images for the same map (I put tileA.png, tileB, png.... and Tiled creates a diferent tileset per image file)
I can't think of a situation where you can't create a tileset sprite file containing all of your tiles.well, I'm not sure for now what tiles will use so I loaded 6 diferent files (one per tileset)
BTW, can Tiled have animated tiles, such as walls? That would be a neat concept I've never considered.I don't know, I installed Tiled this monday.
If your level has static tiles, and only your characters / items need animation, you could separate your sprites into two or more files, one for the level tiles, and one for your character/item animations.Yes, I always do it as you said. But I never used Tiled (always Mappy with unique tileset)