esplonky Posted March 25, 2012 Share Posted March 25, 2012 How do I make a multicolor sprite pixel by pixel rather than line by line? Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 25, 2012 Share Posted March 25, 2012 (edited) You can't. However, what you can do is combine/overlap multiple objects together. Your best bet is to examine other games to see how they do it. A recent example would be this by eshu. Switch Stella to Fixed Debug Colors (COMMAND-Comma* on Mac, ALT-Comma on Linux/Windows). This draws each object (player0, player1, missile 0, etc) in a distinct color. Nathan Strum posted this nice fixed debug color guide, with which we can see that the snakes are drawn by overlapping Missile1 with Player0, while the people are drawn by overlapping the Ball with Player1. You can also toggle various objects on/off to see how the objects overlap(COMMAND-Z/X/C/V/B/N* or ALT and one of those letters for Linux/Windows) *In Stella's Help system go to Keyboard Layout section to see the keys and what they toggle on/off. They're listed in the table titled Developer Keys in TIA mode. Edited March 25, 2012 by SpiceWare 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 26, 2012 Share Posted March 26, 2012 (edited) That example is, of course, assembly magic. In bB you're limited to mixing the player0 sprite and virtual copies of player1. bB can't mangle the ball or missiles. This means that you could make a multi-color player sprite from player0 + player1 but the virtual sprites would cause major flicker when in line with the player. Edited March 26, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 26, 2012 Share Posted March 26, 2012 Overlooked that this was in the bB forum - but even if you can't resize & shift them on each scanline, you can still overlap the objects. Quote Link to comment Share on other sites More sharing options...
esplonky Posted March 27, 2012 Author Share Posted March 27, 2012 Overlooked that this was in the bB forum - but even if you can't resize & shift them on each scanline, you can still overlap the objects. this was meant to be put in the bB forum Quote Link to comment Share on other sites More sharing options...
+SpiceWare Posted March 27, 2012 Share Posted March 27, 2012 Understood - you can still use the concept though. Quote Link to comment Share on other sites More sharing options...
esplonky Posted March 27, 2012 Author Share Posted March 27, 2012 ok ill try it. Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted March 28, 2012 Share Posted March 28, 2012 (edited) I forgot about a technique I used in CandyBar: http://www.atariage....for-atari-2600/ Basically, I used a pink playfield pixel for the Chefs face. The drawbacks to mixing sprites and playfield pixels are: A. In order to stay in place the sprite must move in playfield pixel steps. Very chunky movement. B. Much harder to use collision with playfield for physics as part of the sprite IS a playfield pixel! C. Every playfield block on the row you're currently on must be the same color as the playfield pixel used in your sprite. Edited March 28, 2012 by theloon Quote Link to comment Share on other sites More sharing options...
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