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parallax

PostPosted: Sat Aug 21, 2004 9:31 am
by zoiba
some more experimentation with GE

http://www.ffx.it/GE/parallax.zip

is there a way to tell GE to do not consider as transparent any color of the picture? check the sky in layer1. as you see GE make the upper part of the image invisible.
shoul we (game editors) take in count about images color dept? I mean, is GE optimized for a particular image type (8bit, 16 bit...)?
and...
please please makslane allign linux GE :wink:

bye
Lamberto

PostPosted: Sat Aug 21, 2004 11:16 am
by jazz_e_bob
Looks great.

Where did you get the graphics?

PostPosted: Sat Aug 21, 2004 11:51 am
by zoiba
Looks great.

Where did you get the graphics?


thanks
It's stolen from a my old game prototype made with macromedia director
the background graphic was made by elaborating some photos in photoshop.

I have discovered the GE world limit :D
it seem that at x>32768 and x<-32768 actors stop moving (at least that is what happen in parallax ged).
this don't surprise me. it's a double byte number: 15bit plus 1 bit of sign.
the strange thing is the odd jump around x=-32100 or so.
I suppose the same limit exist for the y coordinate.
So when panning games this must be taken in count.

Re: parallax

PostPosted: Mon Aug 23, 2004 4:09 pm
by makslane
zoiba wrote:is there a way to tell GE to do not consider as transparent any color of the picture?


You can make the first pixel with a different color.
Or, you can make a png32 image (Game Editor will consider the alpha channel)

Re: parallax

PostPosted: Mon Aug 23, 2004 4:12 pm
by makslane
zoiba wrote:shoul we (game editors) take in count about images color dept? I mean, is GE optimized for a particular image type (8bit, 16 bit...)?


Don't worry about color depth. All images are converted to a internal optimized format.

Re: parallax

PostPosted: Mon Aug 23, 2004 4:13 pm
by makslane
zoiba wrote:please please makslane allign linux GE


:) Already in progress...