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- On 27-mei-97 Rob Sibley wrote:
- >Mr. Giark To You wrote:
- >>>Is the high score guy going to write an in-game score system
- >>>with lives and score displayed anywhere ? Someone probably should.
-
- >>Mr. Sibley? You reading this?
-
- >Ohhh, thanks.
-
- >No problem, but do you actually want me to display the score
- >and lives? The easiest way to do that would be using bobs,
- >so they would have to use the same palette as those used by the
- >bobs in each section of the game, and that would be nasty.
-
- I have a proc in the Procedure Library on Aminet that will calculate the
- brightest, mid brightest and least brightest colour on a screen. This is
- specifically for cases like this, where you need to allocate contrasting
- colours without knowing what they are beforehand.
-
- >Alternatively we could have a status bar in the same place on
- >the screen for all games, which could then just have text pasted
- >to it. That would work quite nicely, if you're all willing to
- >donate the bottom 12 pixels of your screen to me and give me
- >three colours to play with (they'd have to be the same three for
- >all games). It could show the score, lives, level info and a
- >little game/Amos logo or something.
-
- Will all modules have scores and lives? If so, will those scores be within a
- uniform range (you cannot have one module giving a maximum score of 100 and
- another one a score of 100,000,000.
-
- If you want to be sure about the display, just open your own screen. Reserve
- screen 7 for hi-scores. Then tell everyone that they have a statusline of X
- characters wide that they can send data to. Give the proc that receives this
- data a standard name (STATUS[DETA$]).
-
- --
- Branko Collin . |. .
- collin@xs4all.nl . . || ...
- http://www.xs4all.nl/~collin . ....||| .. ..
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