Welcome, Guest. Please login or register.

Login with username, password and session length

 
Advanced search

1411678 Posts in 69399 Topics- by 58453 Members - Latest Member: Arktitus

May 17, 2024, 09:04:12 AM

Need hosting? Check out Digital Ocean
(more details in this thread)
TIGSource ForumsCommunityDevLogsBanshee Engine : For all your ANSI needs!
Pages: 1 ... 8 9 [10] 11 12 ... 15
Print
Author Topic: Banshee Engine : For all your ANSI needs!  (Read 34793 times)
DustyDrake
Level 10
*****



View Profile
« Reply #180 on: February 07, 2013, 12:16:34 AM »

If I wanted to use imagedraw() how would I go about setting up that image to draw?

Code:
menu_bg = imagecreate( "MenuBG.bam", "root:graphics/")
initializeimage(menu_bg)
Dropping this into runonce() gives the error that I'm passing a number into initializeimage() not an image.
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #181 on: February 07, 2013, 04:38:30 AM »

If I wanted to use imagedraw() how would I go about setting up that image to draw?

Code:
menu_bg = imagecreate( "MenuBG.bam", "root:graphics/")
initializeimage(menu_bg)
Dropping this into runonce() gives the error that I'm passing a number into initializeimage() not an image.

it should be imagecreate( "name that doesn't *really* mean anything", "root:graphics/MenuBG.bam")

I think my intention was to make it so you could define images in *.bad files as well as in the script, in which case you'd want a name to reference it by.
Logged
JobLeonard
Level 10
*****



View Profile
« Reply #182 on: February 07, 2013, 08:23:52 AM »


(Yes I know this idea is crazy)
MY MONIES, TAKE IT!
 Hand Money Left Waaagh! Hand Money Right
Logged
DustyDrake
Level 10
*****



View Profile
« Reply #183 on: February 07, 2013, 10:33:41 AM »

If I wanted to use imagedraw() how would I go about setting up that image to draw?

Code:
menu_bg = imagecreate( "MenuBG.bam", "root:graphics/")
initializeimage(menu_bg)
Dropping this into runonce() gives the error that I'm passing a number into initializeimage() not an image.

it should be imagecreate( "name that doesn't *really* mean anything", "root:graphics/MenuBG.bam")

I think my intention was to make it so you could define images in *.bad files as well as in the script, in which case you'd want a name to reference it by.
Okay well what would I use to actually initialize that image?
using menu_bg tells me I'm using a number instead of an image, and using the name string tells me I'm using a string instead of an image.
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #184 on: February 07, 2013, 11:02:59 AM »

I think it's an engine bug. Give me a short while to sort it out and I'll have an update.

edit: Yeah, that was a pretty stupid bug. It'll be up in just a few minutes.
« Last Edit: February 07, 2013, 11:10:13 AM by _Madk » Logged
Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #185 on: February 07, 2013, 11:39:06 AM »

And the update is up! Images should work properly now. Also, that infernal name field is now an optional argument, to hopefully dispel some confusion. As before, Banshee is currently in closed alpha. If you'd like in, shoot me a PM!

Quote
1.0.4a
Added "getentitydatatable" and "getdatatable".
Added "setentitysize", "getentitysize", "setentitywidth", "setentityheight", "getentitywidth", "getentityheight".
Added "getimagesize", "getimagewidth", and "getimageheight".
Added a to the scripts directory "badparsing.lua" which parses *.bad files, with some limitations due to inconvenience as a result of Lua's messy OOP. Added "entitybadtemplate.lua" which reads an entity template from a *.bad file. (NOTE: this is still a work in progress.)
Added "getimages", "getfiles", "getsounds", and "gettimers".
Altered "drawimage" response to an uninitialized image: now it automatically attempts to initialize the image before drawing.
Fixed image functionality, now they can be initiated out of *.bad files and referenced by their name.
Fixed image functionality, now the file path is correctly interpreted.
Removed "getcameraoffsetx" and "getcameraoffsety", which were artifacts of an earlier method of handling the camera.
Renamed "initializeimage" to "initimage" and "deinitializeimage" to "freeimage".
Worked just a bit more on the ansiblocks demo. It's still not quite complete, but it's getting there.
« Last Edit: February 07, 2013, 12:01:06 PM by _Madk » Logged
Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #186 on: February 07, 2013, 12:13:13 PM »



such a cute little icon. yes it is, yes it is! d'awwwwww
Logged
Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #187 on: February 07, 2013, 01:19:13 PM »

another absurdly lengthy tetris gif:

Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #188 on: February 07, 2013, 01:57:20 PM »

aw, i don't want to see tetris. do ANSI starcraft instead!
Logged

Kurt
Level 5
*****



View Profile
« Reply #189 on: February 07, 2013, 03:29:33 PM »

aw, i don't want to see tetris. do ANSI starcraft instead!

ANSI moonman
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #190 on: February 07, 2013, 03:36:20 PM »

nah moonman is post-ansi bro... Wink
Logged

DustyDrake
Level 10
*****



View Profile
« Reply #191 on: February 07, 2013, 04:48:52 PM »

aw, i don't want to see tetris. do ANSI starcraft instead!
I got a starfox ANSI game, is that close enough?
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #192 on: February 07, 2013, 05:02:57 PM »

Logged
eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #193 on: February 07, 2013, 05:11:15 PM »

aw, i don't want to see tetris. do ANSI starcraft instead!
I got a starfox ANSI game, is that close enough?

sorry, nope, not a fan of starfox. but starcraft, i would kill for an RL/ansi version. :D literally, i would kill someone.
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #194 on: February 07, 2013, 06:25:06 PM »

make it yourself then lummox. it should be doable.
Logged
pluckyporcupine
Level 9
****


View Profile WWW
« Reply #195 on: February 07, 2013, 06:30:17 PM »

I don't have to make use of it for ANSI Submarine Game but for future reference how much does saving actually save?

Does it save globally saved variables? Variables saved to an entity? Active maps and entities and their positions? Just the map you're on?
Logged

eigenbom
Level 10
*****


@eigenbom


View Profile WWW
« Reply #196 on: February 07, 2013, 06:49:09 PM »

it's on my list pineapple face
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #197 on: February 07, 2013, 07:09:20 PM »

I don't have to make use of it for ANSI Submarine Game but for future reference how much does saving actually save?

Does it save globally saved variables? Variables saved to an entity? Active maps and entities and their positions? Just the map you're on?

Everything. Except image obects because of a bug, but that's what I'm working to fix right now. Also except for just a couple Lua data types that are an absolute hassle to work with.
Logged
pluckyporcupine
Level 9
****


View Profile WWW
« Reply #198 on: February 07, 2013, 07:11:25 PM »

Everything. Except image obects because of a bug, but that's what I'm working to fix right now. Also except for just a couple Lua data types that are an absolute hassle to work with.
Cool. Good to know. What data types?
Logged

Pineapple
Level 10
*****

~♪


View Profile WWW
« Reply #199 on: February 07, 2013, 07:12:30 PM »

Functions stored as variables, and tables containing themselves. Perhaps someday I'll figure out how to get those, too, but today is not that day.
Logged
Pages: 1 ... 8 9 [10] 11 12 ... 15
Print
Jump to:  

Theme orange-lt created by panic