SGDK previous version.
How to clear all sprites ?
And second question - Is possible to shift all sprites simultaneously? Or need to change coordinates of each sprite one by one ?
Search found 172 matches
- Sun Nov 06, 2016 5:09 pm
- Forum: SGDK
- Topic: about sprites
- Replies: 16
- Views: 10008
- Sun Sep 25, 2016 4:28 pm
- Forum: SGDK
- Topic: help! Something happened with the compiler!
- Replies: 3
- Views: 3167
Re: help! Something happened with the compiler!
Thnx, thread can be closed
- Sat Sep 24, 2016 7:57 pm
- Forum: SGDK
- Topic: help! Something happened with the compiler!
- Replies: 3
- Views: 3167
help! Something happened with the compiler!
Screenshot of error
compiler settings
compiler settings
- Wed Aug 31, 2016 7:21 pm
- Forum: SGDK
- Topic: tile-glitch
- Replies: 6
- Views: 4199
- Wed Aug 31, 2016 2:52 pm
- Forum: SGDK
- Topic: tile-glitch
- Replies: 6
- Views: 4199
Re: tile-glitch
without compression displayed correctly
- Wed Aug 31, 2016 10:12 am
- Forum: SGDK
- Topic: tile-glitch
- Replies: 6
- Views: 4199
Re: tile-glitch
nope.Stef wrote: Are you using the last SGDK by the way ?
This is previous version
- Tue Aug 30, 2016 9:42 pm
- Forum: SGDK
- Topic: tile-glitch
- Replies: 6
- Views: 4199
tile-glitch
tile "jija" 16x16 px. http://pastenow.ru/Upload/Paste/WS4G.png static Map *mapj; static u16 ind11; ind11 = TILE_USERINDEX; VDP_loadTileSet(jija.tileset, ind11, TRUE); mapj = unpackMap(jija.map, NULL); u16 i; for(i=0; i<16; i++) VDP_setMap(VDP_PLAN_A, mapj, TILE_ATTR_FULL(PAL3, FALSE, FALSE, FALSE, i...
- Mon Aug 29, 2016 6:26 am
- Forum: SGDK
- Topic: Module music in my programm.
- Replies: 11
- Views: 6814
Re: Module music in my programm.
Z80 qualitatively mixes samples
ZX-spectrum 48k (3 channel's 4 bit's):
https://youtu.be/3MNHP-hBMLI?t=46
ZX-spectrum 48k (3 channel's 4 bit's):
https://youtu.be/3MNHP-hBMLI?t=46
- Tue Aug 23, 2016 1:09 pm
- Forum: SGDK
- Topic: Module music in my programm.
- Replies: 11
- Views: 6814
Re: Module music in my programm.
And this -> http://www.pouet.net/prod.php?which=64438Stef wrote:And except the one borrowed from ToyStory game i don't know any other.
- Sun Aug 21, 2016 7:44 pm
- Forum: Demos
- Topic: Tanglewood Tech Demo 0.1.04
- Replies: 19
- Views: 17523
Re: Tanglewood Tech Demo 0.0.11
too slow animation (imho), and ragged contour's on sprites,and background too contrasty.
but in general - not bad.
but in general - not bad.
- Mon Aug 15, 2016 6:40 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10691
Re: Troubles with sprites (new version SGDK)
gooddub wrote: I think it will solve your problem.
I check out this method later.
- Mon Aug 15, 2016 6:26 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10691
- Mon Aug 15, 2016 5:13 am
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10691
Re: Troubles with sprites (new version SGDK)
Ok. Today I will share sourceastrofra wrote: Maybe you could share the whole archive of your demo (even privately).
- Wed Aug 03, 2016 10:36 am
- Forum: Demos
- Topic: Malabars Bumper (demo by Resistance)
- Replies: 6
- Views: 6179
Re: Malabars Bumper (demo by Resistance)
it's wonderfull
physics engine are awesome
physics engine are awesome
- Thu Jul 07, 2016 4:32 pm
- Forum: SGDK
- Topic: Troubles with sprites (new version SGDK)
- Replies: 17
- Views: 10691
Re: Troubles with sprites (new version SGDK)
Are you doing something special with that sprite ?? Just adding to scene and changing coordinates. int main() { SYS_disableInts(); VDP_setScreenWidth320(); VDP_setScreenHeight240(); // JOY_setEventHandler(joyEvent); zastavka(); init_game(); SYS_enableInts(); while(TRUE) { // handleInput(); u32 curr...