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Old 05 June 2016, 12:17   #12
Brick Nash
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Join Date: Mar 2015
Location: Glasgow, Scotland
Posts: 421
Quote:
Originally Posted by jimwon2016 View Post

When it comes to images, you want every object for your game in the same bank. Loading up differant banks is perhaps something you might do between levels not in the middle of a joystick handling routine. You can easily add new images to your first bank using the object editor in AMOS.

I'm aware that I'm pointing out problems without solutions but my advice to you is forget about animation and flashy stuff for now. Write a simple game with a single screen tile based background and static images so that you can get to grips with program control and flow. Here's how that program code should roughly kind of look:

Declare and globalise variables

Do
Run subroutines or procedures
Loop

Subroutines or procedures
Ok thanks, I'll switch to that structure, I was just trying stuff out and that appeared to work.

I've always been a bit confused at image switching and how the sprite bank works though. Do you mean I should have all my player graphics saved in a single .abk file? And should I set my screens up before or in the main loop?

Last edited by Brick Nash; 05 June 2016 at 12:41.
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