- Joined
- Dec 8, 2005
- Messages
- 6,603
- Age
- 40
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- UK
- Website
- pokeparadox.itch.io
- WEBSITE
- https://github.com/pokeparadox
- YOUTUBE
- pokeparadox
Check the case of the path filename and file extension. I think your image is not actually loading and then you proceed to render an unloaded animation.foxblock said:Well, thanks for all your help, but I've got a problem:
Whenever I try to load an image sequence the game crashes... Do the image's dimensions have to be base 4 or 8?
here is the image I am trying to load: http://foxblock.goog.../enemypunch.png
And this is the code:
Code:AnimatedSprite enemy; //---------------- void StateSnatchABeer::render(SDL_Surface *screen) { //... enemy.loadFrames("images/SnatchABeer/enemypunch.png",4,1); enemy.setTransparentColour(MAGENTA); enemy.setCurrentFrame(0); enemy.setLooping(false); //... enemy.render(screen) }
Many thanks for the music Gruso, I really like it and will definitely include it (in fact, I already did ). Great Work!
foxblock out
I thought I'd made things a bit more clean when things go wrong, but apparently not!
General Update
I'm home and I've been looking through my OpenGL ES2 programmer's guide and I'm feeling reasonably confident I can add support for it... just have to get the emulator setup in Ubuntu and I'm away. I'm still getting GFX issues with the GL support... it's mainly blending issues and texture conversion errors... I'm working on it!
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