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Scrolling issue

Started by Kaligon75, 20 Aug, 2016, 09:25 PM

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Kaligon75

Hi guys!!! I think Amos Pro is a very good language but often there are a lot of problems when i work on it. I'm learning Amos Pro to make games and a frequent problem concerns the scrolling of the screen. I like very much shooter games like Rtype, ProjectX and Xenon 2 and a lot of arcade games, so I'm trying to create an Amiga version of Phoenix and a shooter game with horizontal scrolling invented by me. In both games, when I test the scrolling, all sprites scroll together with background and I don't can separate them unless I use two different screens, one for the background and one for sprites but it happens that one covers the other so I can't find a solution.

Volvo_0ne

It's all to do with timing...

1)clear sprites/bobs

2)scroll

3)re-draw sprites/bobs
4)wait for screen refresh
5)repeat

Sounds easy, but in practice there are many other things to consider, but it's a start.
Transuranic heavy elements may not be used where there is life.

Kaligon75

Thanks for you suggestions but I solved the problem using the "sprite" command instead of the "bob" command. In fact with sprite command the sprites are not attached on the background but there is another different issue: when I open a screen with an iff background and then put a sprite, the color palette of the sprite or background is altered if compared to the original.

Volvo_0ne

Quote from: Kaligon75 on 25 Aug, 2016, 08:49 PM
Thanks for you suggestions but I solved the problem using the "sprite" command instead of the "bob" command. In fact with sprite command the sprites are not attached on the background but there is another different issue: when I open a screen with an iff background and then put a sprite, the color palette of the sprite or background is altered if compared to the original.

It may be worth a look at the manual regarding sprite palettes, they can be quite tricky with their colour registers and even worse if it's a work in progress with a set palette (thats why I avoid them if possible)
Transuranic heavy elements may not be used where there is life.

Hungry Horace

Yeah, using colours 16-32 is generally necessary ... There is an element of palette management needed I cannot recall atm!

(Can't look it up while on the train)
Quote from: KillerGorillabecause winuae is made of code and your amiga is made of stuff


Volvo_0ne

Quote from: Hungry Horace on 27 Aug, 2016, 12:15 PM
Yeah, using colours 16-32 is generally necessary ... There is an element of palette management needed I cannot recall atm!

(Can't look it up while on the train)

Come to think of it, there are lots of threads on here & other forums discussing this very issue.

try a search for "sprite palette" or "sprite colours"
Transuranic heavy elements may not be used where there is life.