This is the result of my modified editor:
iPhone Version:
http://www.screencast.com/t/OGVkNDRi (http://www.screencast.com/t/OGVkNDRi)
PC Version:
http://www.screencast.com/t/ZmUwZTUwYj (http://www.screencast.com/t/ZmUwZTUwYj)
PC Version have a realtime shadow on the player
The Fps on iPhone whit real time shadow are to slow (14~20 FPS)
Now i implementing blob shadow ... :whip:
Unfortunately, I do not know how many animations will be added for memory limits ...
it would take more memory for sprites and the possibility when using POLYNEWSTRIP, to change ALPHAMODE for single POLY generated ....
:good:
Very nice though
Yeah it looks good, moves well and I like the touch pad controls also. :good:
Quote from: matchy on 2010-Apr-22
Yeah it looks good, moves well and I like the touch pad controls also. :good:
:booze:
New Video - Ver 1.1:
http://www.screencast.com/t/MWRmYWNjYzgt (http://www.screencast.com/t/MWRmYWNjYzgt)
In this Version:
+ 2 Character
+ Parallax (1 Layer)
+ Simple AI
+ Kick - Pounch
+ Blob Shadow
+ Big Stage
Now I working to:
+ Collision Zone
+ Special FX (Explosion, Hadooken ecc)
+ Multilayer Parallax
If you have suggestions, I am happy to read! ;)
In this video, the game character have realtime shadow
I use two call at polyvector
PLR 1 :
STARTPOLY img_plr1 , 2
ALPHAMODE -0.4
POLYVECTOR //create shadow whit black color
POLYNEWSTRIP
ALPHAMODE -.99
POLYVECTOR //create player whit normal color
ENDPOLY
PLR 2 :
STARTPOLY img_plr2 , 2
ALPHAMODE -0.4
POLYVECTOR //create shadow whit black color
POLYNEWSTRIP
ALPHAMODE -.99
POLYVECTOR //create player whit normal color
ENDPOLY
I not use other calls to Polyvector, only this two
but on iPhone it work at 24 ~ 28 FPS :rant:
http://www.screencast.com/t/ODQ1Y2MxZjIt (http://www.screencast.com/t/ODQ1Y2MxZjIt)
Video of menu under construction ...
http://www.youtube.com/watch?v=r3YZuuf9L10 (http://www.youtube.com/watch?v=r3YZuuf9L10)
Try a seperate polyvector for the solid sprite. alphamode -1 will still blend, even if the result is not blended.
Quote from: Kitty Hello on 2010-Apr-29
Try a seperate polyvector for the solid sprite. alphamode -1 will still blend, even if the result is not blended.
if I separate polyvector, I have 4 call to polyvector and the game run very very slow .....
I show a video with new system collisions:
Blue: Zone Defense
Red Zone Attack
Yellow: A collision between PLAYER1 and PLAYER2 (blue Collision Zone)
Green zone collision between blue and red zone
http://www.youtube.com/watch?v=OQ-0qBisU5U (http://www.youtube.com/watch?v=OQ-0qBisU5U)
Thanks to all community for help :good: