I found the source of the problem! Ends up the other test computers had their desktops set to 16bit mode and I had only tested running the game in a window. When run at fullscreen (where I set the value to 32bit in Blitz) the effect works fine.
So I guess I have to find a value that will work whether the game is running in 16bit or 32bit - hence the need to break it down into RGB values. Regardless of bitdepth, white is always RGB 255,255,255 right?
Here's a paraphrased version of my code:
So I guess I have to find a value that will work whether the game is running in 16bit or 32bit - hence the need to break it down into RGB values. Regardless of bitdepth, white is always RGB 255,255,255 right?
Here's a paraphrased version of my code:
DrawImage background,0,0 LockBuffer BackBuffer() ;Cycle through each of the active objects For object.object = Each object ;Check the background pixel for anything other than white. bg_check = ReadPixel(object\x_pos,object\y_pos) ;If another color is detected, create a bounce effect If bg_check < -66000 ;Collision bounce code goes here EndIf ;Unlock the backbuffer from the collision checks UnlockBuffer BackBuffer()