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Edward_Sheets

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  1. Here's a pretty good article on collision detection for 2D games. That should get you started. http://www.gamedev.net/reference/articles/article735.asp
  2. Unfortunately, Fblend doesn't blend from an alpha channel. Fblend just takes the parameter you pass to it and blends your bitmap with the destination you blit it to based on that. Most blending these days is being done in hardware via Direct3D and OpenGL which makes it much faster. But you can still get some kool effects from Fblend and Allegro, you just won't be able to use your TGA alpha channel.
  3. Hi darenking :) You have to link to Fblend before Allegro: -lfblend -lalleg I think that's the problem.
  4. Allegro doesn't have provisions for opening more than one window as far as I know. You might consider outputting your error messages to a text file. Another common way to output messages while the game is running is to draw your text messages in the upper or lower part of the screen so you can read them there. I hope that helps :)
  5. fade_in(const PALETTE p, int speed); fade_out(int speed); These functions only work properly for 8 bit color depth. They fade using the specified 256 color palette. If you're using higher than 8 bit color depth then you can certainly do the method you mentioned. [edit] You can also use Allegro's color blending functions to draw a translucent BITMAP over the BITMAP you want to fade. Look in the Allegro manual for info on the use of these functions: set_trans_blender(int r, int g, int b, int a); draw_trans_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y); draw_lit_sprite(BITMAP *bmp, BITMAP *sprite, int x, int y, int color); [Edited by - Edward_Sheets on May 15, 2005 6:33:54 PM]
  6. One of the nice things about Allegro is that you don't have to download and install half a dozen separate libs. Allegro has most of the features you need built into one library. I like SDL, too, by the way. But don't forget about Allegro. It's a very capable lib. :)
  7. Does the SDL website list that devpak? I don't remember any devpaks listed in the download section. Allegro is available precompiled, too. No big deal.
  8. Devpak! That's cheating! ;) But, I stand corrected. I wasn't a Dev-C++ user when I installed SDL on windows so my statement was based on installing with Msys. Devpaks are really nice. I guess Allegro vs. SDL is just a matter of taste. I like both. But Allegro has a great community [www.allegro.cc] and it's easy to learn.
  9. Allegro has much better support for people NOT using VisualC++. Installing SDL for MinGW is a pain. Start out with Allegro, it's a great way to learn.
  10. Thank you, Roots and Clayasaurus. I did look through Synaptic and I didn't find SDL-Image or SDL-TTF. I installed libsdl1.2-dev previously so I'm only looking for the add-on packages sdl-image and sdl-ttf. So it looks like only the main SDL development files are available through the Debian apt-get system. And apt-cache search returned no results for the libsdl-image or libsdl-ttf development files. It looks like you're right, Clay. I just need to compile the add-on sdl libs from the source! I should have just done that to start with, I guess. :) Thanks again -Ed-
  11. I'm on Ubuntu Linux and I used apt-get to install libsdl1.2-dev and libsdl-mixer1.2-dev and that worked perfectly. But when I try "apt-get install libsdl-image1.2-dev" apt-get can't find the package. The libsdl-ttf2.0-dev package can't be found, either. I googled and those are supposed to be valid packages you can apt-get. Were the packages renamed or something? If any Linux users here have any ideas on how to apt-get the addon libs, I would appreciate any help!