Search found 118 matches

by cloudstrifer
Thu Apr 26, 2018 5:09 pm
Forum: SGDK
Topic: Show 30 Sprites or more [solved]
Replies: 11
Views: 7293

Show 30 Sprites or more [solved]

Hi, I want to show 30 Sprites or more at once.

I have 5 (16x16 px) different sprites, is there a way to show more than 16?

Thank you!
by cloudstrifer
Wed Apr 04, 2018 2:08 pm
Forum: SGDK
Topic: Differentiate a sprite from another during comparisons [SOLVED]
Replies: 8
Views: 5338

Re: Differentiate a sprite from another during comparisons [SOLVED]

Sorry guys, the problem is sizeof function, my mistake. :oops: Thank you! int size = (sizeof(itemSprites)/sizeof(itemSprites[0])) -1; for(int y = 0; y <= size; y++) { //do get item } int size = (sizeof(objectSprites)/sizeof(objectSprites[0])) -1; for(int y = 0; y <= size; y++) { //do collisions }
by cloudstrifer
Tue Apr 03, 2018 1:59 pm
Forum: SGDK
Topic: Differentiate a sprite from another during comparisons [SOLVED]
Replies: 8
Views: 5338

Re: Differentiate one sprite from another during comparisons

I have 2 comparations one to get itens and other to collide, block passage.

But my itens have collisions.

All sprites have only one index?


Code: Select all

for(int y = 0; y <= sizeof(itemSprites) -1; y++) {
    //do get item
}


for(int y = 0; y <= sizeof(objectSprites) -1; y++) {
    //do collisions
}
by cloudstrifer
Tue Apr 03, 2018 1:23 pm
Forum: SGDK
Topic: Differentiate a sprite from another during comparisons [SOLVED]
Replies: 8
Views: 5338

Re: Differentiate one sprite from another during comparisons

I have some issues with this code below. Sprite* charSprites[2]; Sprite* itemSprites[10]; Sprite* enemySprites[10]; charSprites[0] = SPR_addSprite(&char01_sprite, 16, 112, TILE_ATTR(PAL2, FALSE, FALSE, FALSE)); charSprites[1] = SPR_addSprite(&char02_sprite, 16, 112, TILE_ATTR(PAL2, FALSE, FALSE, FAL...
by cloudstrifer
Thu Mar 29, 2018 7:36 pm
Forum: SGDK
Topic: Differentiate a sprite from another during comparisons [SOLVED]
Replies: 8
Views: 5338

Differentiate a sprite from another during comparisons [SOLVED]

Hi! I do not know how to differentiate one sprite from another during comparisons. How can I differentiate between char01_sprite and item_sprite in a FOR LOOP? // init sprites arrSprites[0] = SPR_addSprite(&char01_sprite, 160, 160, TILE_ATTR(PAL2, FALSE, FALSE, FALSE)); arrSprites[1] = SPR_addSprite...
by cloudstrifer
Sat Mar 17, 2018 7:07 pm
Forum: SGDK
Topic: Collision Box
Replies: 9
Views: 6348

Re: Collision Box

Thank you!
by cloudstrifer
Fri Mar 16, 2018 8:21 pm
Forum: SGDK
Topic: Collision Box
Replies: 9
Views: 6348

Re: Collision Box

Thank you!
by cloudstrifer
Fri Mar 16, 2018 4:45 pm
Forum: SGDK
Topic: Collision Box
Replies: 9
Views: 6348

Re: Collision Box

I would like to do something like the hitboxes and hurtboxes of Street Fighter V, and that they could be visible (for testing) or invisible.

Image
by cloudstrifer
Fri Mar 16, 2018 4:08 pm
Forum: SGDK
Topic: Collision Box
Replies: 9
Views: 6348

Re: Collision Box

Sorry for asking too much.

But please. Could you show me an example?

Where can I find the SGDK documentation?

Thank you!
by cloudstrifer
Thu Mar 15, 2018 11:54 pm
Forum: SGDK
Topic: Collision Box
Replies: 9
Views: 6348

Collision Box

Hi!
Is there any way to create a collision box without using a sprite?

Thank you!
by cloudstrifer
Thu Mar 08, 2018 7:03 pm
Forum: SGDK
Topic: Transparent WINDOW
Replies: 5
Views: 4366

Re: Transparent WINDOW

Nice!

Thank You!
by cloudstrifer
Thu Mar 08, 2018 6:01 pm
Forum: SGDK
Topic: Transparent WINDOW
Replies: 5
Views: 4366

Re: Transparent WINDOW

I imagined this.

Sprites should be high priority to be at the top.

Thank you!
by cloudstrifer
Thu Mar 08, 2018 3:21 am
Forum: SGDK
Topic: Transparent WINDOW
Replies: 5
Views: 4366

Transparent WINDOW

Hi, how to make my WINDOW layer be transparent (like Sonic HUD)?
My PLAN_A have high priority.

Can someone show me examples?

Thank you!