• Announcements

    • khawk

      Download the Game Design and Indie Game Marketing Freebook   07/19/17

      GameDev.net and CRC Press have teamed up to bring a free ebook of content curated from top titles published by CRC Press. The freebook, Practices of Game Design & Indie Game Marketing, includes chapters from The Art of Game Design: A Book of Lenses, A Practical Guide to Indie Game Marketing, and An Architectural Approach to Level Design. The GameDev.net FreeBook is relevant to game designers, developers, and those interested in learning more about the challenges in game development. We know game development can be a tough discipline and business, so we picked several chapters from CRC Press titles that we thought would be of interest to you, the GameDev.net audience, in your journey to design, develop, and market your next game. The free ebook is available through CRC Press by clicking here. The Curated Books The Art of Game Design: A Book of Lenses, Second Edition, by Jesse Schell Presents 100+ sets of questions, or different lenses, for viewing a game’s design, encompassing diverse fields such as psychology, architecture, music, film, software engineering, theme park design, mathematics, anthropology, and more. Written by one of the world's top game designers, this book describes the deepest and most fundamental principles of game design, demonstrating how tactics used in board, card, and athletic games also work in video games. It provides practical instruction on creating world-class games that will be played again and again. View it here. A Practical Guide to Indie Game Marketing, by Joel Dreskin Marketing is an essential but too frequently overlooked or minimized component of the release plan for indie games. A Practical Guide to Indie Game Marketing provides you with the tools needed to build visibility and sell your indie games. With special focus on those developers with small budgets and limited staff and resources, this book is packed with tangible recommendations and techniques that you can put to use immediately. As a seasoned professional of the indie game arena, author Joel Dreskin gives you insight into practical, real-world experiences of marketing numerous successful games and also provides stories of the failures. View it here. An Architectural Approach to Level Design This is one of the first books to integrate architectural and spatial design theory with the field of level design. The book presents architectural techniques and theories for level designers to use in their own work. It connects architecture and level design in different ways that address the practical elements of how designers construct space and the experiential elements of how and why humans interact with this space. Throughout the text, readers learn skills for spatial layout, evoking emotion through gamespaces, and creating better levels through architectural theory. View it here. Learn more and download the ebook by clicking here. Did you know? GameDev.net and CRC Press also recently teamed up to bring GDNet+ Members up to a 20% discount on all CRC Press books. Learn more about this and other benefits here.
Sign in to follow this  
Followers 0
Soundstone

Allegro bitmaps at runtime?

2 posts in this topic

Hello everyone,

 

I have recently run into a problem that I'm not sure Allegro 5 can handle. I was curious if anyone knew whether or not the following functionality existed for the Allegro graphics library.

 

I am aware that to get a scrolling background one can provide an image and load it in as a ALLEGRO_BITMAP *background. I have done this just fine. However, for the particular game I am trying to code I generate the level at random.

 

Basically I generate two arrays of points, one for my ceiling and one for my floor. These arrays are size top[333] and bottom[333]. The distance between each point is between 36 - 48 pixels, thus my final point in both arrays is someone just over 12,050 as the X coord.

 

My question is this, does Allegro have a way to create an image at runtime based on the plot placement of these randomly generated points?

I've tried looking at the Allegro5 manual and it doesn't really provide any information on bitmap creation at runtime. Does anyone have experience with this sort of thing, or am I doomed to choose a new graphics library or create static images instead of random?

 

Thanks for taking the time to read and any advice that may be offered.

 

 

0

Share this post


Link to post
Share on other sites
Sure; first, create a BITMAP. Then, lock your new bitmap and set the target bitmap. You then can use any of the drawing operations such as al_put_pixel or al_draw_bitmap to draw to your dynamically created bitmap. Don't forget to unlock the bitmap when you're done. Remember that creating bitmaps are expensive operations, so use al_clear_to_color on the same bitmap instead of creating it each frame, if needed.

Note: It's been a quite a few years since I've touched Allegro, so I might not be quite accurate.
2

Share this post


Link to post
Share on other sites

Hi Fastcall, 

 

Thanks for the reply! The information was a relief to hear. Would you recommend printing the entire thing to one bitmap and then drawing a region of that bitmap with al_draw_bitmap_region() or just keep a bitmap the size of my screen and keep clearing / drawing the new sets of points to it before blitting to the display? Thanks again.

0

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!


Register a new account

Sign in

Already have an account? Sign in here.


Sign In Now
Sign in to follow this  
Followers 0