rossanaguerra

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About rossanaguerra

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  1. hermoso corto con técnica de stop motion http://t.co/JOPxUYNb
  2. esto sí que es dar rienda suelta al inconsciente http://t.co/Wgj7nsM7
  3. Hi everyone, this is my scenario. I have a background wich is scrolling, and I blit a spite over it. If I press key by key and/or if have EnableKeyRepeat disabled: the sprite it is rendered ok, according the background moves.frame by frame. This not a very playable scenario. If I press continously with SDL_EnableKeyRepeat, the sprite flickers As if some key states weren't processed, so a 'blank' sprite appears. The input handler is very straight forward: it sets the speed of background movement and it chooses the rectangle of the sprite sheet. This is the code: [CODE] //Game Loop / /Event loop apply_surface( bgX, bgY, background, screen ); apply_surface( bgX + background->w, bgY, background, screen ); // displaying sprite car.show(); [/CODE] Any suggestion? thanks
  4. Hi everyone, I am developing a single game with C++/SDL under Linux, just for render in 2D (I couldn't use openGL for hardware requeriments). In its 1st phase it was just a sprite moving around, it worked. I added screens, and the sprite. Each screen has it own file, the sprite movement it's in a spite sheet. According I move backward/forward I change the screen or the sprite 'walk' through differents screen, jumps, etc. I only once load the sprite file, the other ones, which contain the differents, screens (backgrounds) are loaded on demand (and I free them as well). I mean, if it's time to screen2, I do a SDL_FreeSurface(screen1) and then I load screen1. It seems it's ok, but after a seconds the game gets stuck, it freezes. What could be wrong?. Thanks, and regards kovi
  5. al menos a mi, me resultan reflexiones necesarias, modelar la sobrerrealidad.. http://t.co/dlWQjtQ0