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It seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square.
I like how the menu for new game/continue is where you jump to the option
Quote from: ASHBAD_ALVIN on November 05, 2010, 03:15:25 pmI like how the menu for new game/continue is where you jump to the option Even though, I prefer number based menus
Yea, seems like it's drawing the two rectangles separately...seems nonduplicable. If it comes up again I'll see if I can kludge around it.
Quote from: Runer112 on November 05, 2010, 09:25:02 amIt seems to me that a simple solution to avoid problems like this would be to draw the player as a sprite, as I'm pretty sure it's just an inverted box on top of a slightly larger filled box currently. Plus, then you can change the look of the player's character so he isn't necessarily just a square. Thanks for the tip. I'll do that.
Repeat Qback buffer->front bufferdo tests on front bufferdraw all situational things on front bufferfront buffer->screenEnd
Ah I see about the back-buffer thing. What do you have to do in the back buffer, though? I don't see anything in your code box like additional testing. Btw nice to see progress
Thats exactly the buffer use i use for PortalX ^^ And yeah the only way you would be able to free up the buffer is if you made your graphics non destructive, like have every sprite an XOR sprite so that you don't have to redraw the screen every frame.