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Type: Posts; User: circle

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  1. Replies
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    im with Govtcheez

    im with Govtcheez
  2. and for prelude ALLEGRO's way of loading BMP's...

    and for prelude
    ALLEGRO's way of loading BMP's from a datfile is
    actual text out from GAME PROGRAMMING ALL IN ONE pg.547
    //grab sprite and store in separate BITMAP
    sprite = (BITMAP...
  3. Maybe I need to elaborate

    FallingBall.h


    #ifndef _FallingBall_H
    #define _FallingBall_H
    #include "allegro.h"
    #define MODE GFX_AUTODETECT_FULLSCREEN
    #define WIDTH 640
    #define HEIGHT 480
    #define BallSpeed 1
  4. Dont know what im doing wrong loading data files with allegro

    void loadsprites(void)
    {
    temp = (BITMAP *)data[BALL_BMP].dat;
    //temp = load_bitmap("ball.bmp",NULL);
    for (n = 0;n<6;n++)
    ball[n] = grabframe(temp,17,17,0,0,1,n);
    ...
  5. Replies
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    doesnt Blit mean that i am double bufferng cause...

    doesnt Blit mean that i am double bufferng cause im drawing on a back buffer and blitting it to the screen?? is this example that is

    second what command lets me wait for a vertical retrace.

    im...
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    Trying to make a menu screen

    addition to the FallingBall program increases the difficulty of the game but now i need to make a menu screen to adjust

    mouse speed: set_mouse_speed(int x, int y);
    set difficulty: BallSpeed = int...
  7. Replies
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    1,606

    I tried Double Buffering got rid of the flicker...

    I tried Double Buffering got rid of the flicker but the falling ball "jumped" more then scrolled and then i figured out page flipping. smooth and no flicker.
  8. Replies
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    1,606

    Flicker Problem(allegro topic)

    Im having a problem with a simple game that i am making. I just started learning c and allegro this is what i have come up with.
    sorry for the sloppy code only been programming in c for about 3...
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