GLBasic - en / Re: LoadAnim weird behvior on PNG Alpha!
I'm not sure whether this is %100 correct as I use ALPHAMODE to have a translucent look of some of the PNG images I use in the menu, to give a tapped effect and they work fine, with the alphachannel they have. I sense a bit of a bug in here unless someone from the creator team can enlighten this situation.
Yes, only once at start to load the font data properly. I'm not sure this affects it as I've drawn the anim in splash and menu screens which are after the SETTRANSPARENCY call and at those screens, it's drawing fine, only in my ingame screen makes this weird behavior.
Ok, one update, this behavior only occurs in my ingame screen. When I draw in Splash and Menu screens, it seems fine. I'm playing with ALPHAMODE to create fade in/out effects till the ingame and I tried to set the ALPHAMODE to 0,1 and -1 when the ingame screen comes, nothing changed?
GLBasic - en / Re: Font Creator Transparent Background!
Yes, I use SETTRANSPARENCY already and that's fine until you use an Anti-Aliased Font. In this case, the only fix in here is to be able to have a transparent background.
GLBasic - en / Re: Clipping a drawing!
Moru : I use a laptop which has a 60hz screen refresh rate, so this shouldn't be the problem.
Hemlos : It'll be run on IPhone but I do my tests on Windows 7 for now and the screen res is 480x320 like in IPhone. As you said, I'll replace my framecount logic with a time based one, this was an old habbit like counting scanlines on C64 .
Hemlos : I'm loading the level data, which is blocks consisting of 16x16 images into an array. The first level of the array is simply the rows and the second level is a simple string which contains the whole row. I actually see one improvement in here that to loop only visible area of the level instead of whole data but other than that, I don't think I can constraint the loops further.
MrTAToad : If I set the FPS to -1, all my timing (which depends on passed frames), becomes corrupt. For example, even in the splash screen, I wait for 60 frames in order to fade out the image. I think that's a bad practice and I should always use passed time instead? Also about the if block, doesn't it check each comparison starting from the first and if any of it is not correct, it skips the rest? This was the habit in C# that I use daily and if it's not the same, I should split the checks as you suggested.
Actually, I just did increase the FPS to 120 and it works quite well in this refresh rate as well. This is clearly not something that my code delays the screen refresh. Maybe "jerky" does not express what I mean very well (Excuse me, I'm not a native English person) and maybe this will explain things better, I see rare skips on scrolling, which means it's smooth most of the time and rarely I see a skip on scrolling. This might something normal as well or I might be a bit sceptical so I just wanted to be sure that whether this is normal or not.