Deux & Blitzplotter: cool, stick at it guys - it would be nice to see how you get on.
Cruis.In: btw, this thread is old and so is the demo (no particle effects), the latest thread/demo is here:
http://www.blitzbasic.com/Community/posts.php?topic=62953
Anyway, as for the 2D zoom in function, I don't have a specific bit of code that does it to the whole screen (which you would't want anyway as the HUD should not change size for example). But all the sprites have a scale parameter so it would be easy enough to set that accordingly before drawing and then when they are drawn it will be applied automatically. In my AOTMG demo you can see I zoomed in and out on the map screen for a neat effect.
As for plugging your code into mine, this should be OK because you can paste your logic code into my wrapper function and the drawing code into my drawing wrapper functions. As for timing, well I already have a certain method that depends on a global variable called Delta, so whenever you move something or alter a timer it must be multiplied by Delta - you should be able to convert you code easily enough. You can still use you existing types, but you may find it easier to convert over to some of mine.
My framework can either be used as a whole thing that you plug into or you can just rip the bits out of it that you want and use those. You're bound to find some useful stuff in there and maybe learn some new techniques too.
I'm also in the process of making some *simpler* examples because the AOTMG source code is quite big now and some people have asked for a simpler example to help the understand the structure more. There is also a getting started doc that discusses my TScreen Type and how the game is structured. I can help debug/write your game but if you need help to understand how the framework is structured/works then you can email me for support. My customers seem to rate my support highly so I'm sure you'll get on fine.
Any more questions please ask. Perhaps use the other thread if possible? Thanks.
Cruis.In: btw, this thread is old and so is the demo (no particle effects), the latest thread/demo is here:
http://www.blitzbasic.com/Community/posts.php?topic=62953
Anyway, as for the 2D zoom in function, I don't have a specific bit of code that does it to the whole screen (which you would't want anyway as the HUD should not change size for example). But all the sprites have a scale parameter so it would be easy enough to set that accordingly before drawing and then when they are drawn it will be applied automatically. In my AOTMG demo you can see I zoomed in and out on the map screen for a neat effect.
As for plugging your code into mine, this should be OK because you can paste your logic code into my wrapper function and the drawing code into my drawing wrapper functions. As for timing, well I already have a certain method that depends on a global variable called Delta, so whenever you move something or alter a timer it must be multiplied by Delta - you should be able to convert you code easily enough. You can still use you existing types, but you may find it easier to convert over to some of mine.
My framework can either be used as a whole thing that you plug into or you can just rip the bits out of it that you want and use those. You're bound to find some useful stuff in there and maybe learn some new techniques too.
I'm also in the process of making some *simpler* examples because the AOTMG source code is quite big now and some people have asked for a simpler example to help the understand the structure more. There is also a getting started doc that discusses my TScreen Type and how the game is structured. I can help debug/write your game but if you need help to understand how the framework is structured/works then you can email me for support. My customers seem to rate my support highly so I'm sure you'll get on fine.
Any more questions please ask. Perhaps use the other thread if possible? Thanks.