Ceci dit, la remarque de DjGG était assez prévisible: l'écran mauve quadrillé en bas, ça ne met pas précisément l'eau à la bouche. voilà donc une petite tentative de "head-up-display" pour Apple Assault, les "courbes bleues" étant destinées à montrer la barre de vie et de punch, respectivement. Avec des "animations de palette", plus que probablement.
I'm trying to give my little game a more appealing and readable HUD than the current one. Since it's a DS game, I can use the whole "bottom screen" for stats & score. The text in white will be code-generated and offers little artistic liberty, but I thought the "health bar" and the "punch bar" could be worth a more visual interpretation : the blue curves.
The intent is to lit on/off part of these curves (palette-wise) to reflect the current status of the hero. I'm not yet satisfied with the double-size Bilou and Appleman though.
SpriteRam hud((u16*)BG_TILE_RAM(1)); // leave GUI resource untouched.
SpriteSet hudset(&hud,BG_PALETTE);
hudset.Load(filename);
u16 w,h;
memcpy((u16*)BG_MAP_RAM(GEYOURMAP),hudset.getmap(&w,&h),32*32*2);
// BG3 is already loaded with GEYOURMAP and TILEBASE(1)
PS: I was expecting something tedious and complicated to load a new picture on the bottom screen, but apparently, my Sprite* classes do this pretty easily -- given that I'm happy to assume a 32x32 map, of course :P
claire ! cela fait nettement plus jeux que systeme en développement ;)
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