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Just starting, having trouble already...

PostPosted: Jul 9, 2002 @ 10:15pm
by fzammetti

PostPosted: Jul 9, 2002 @ 10:25pm
by Kzinti

Aahh...

PostPosted: Jul 9, 2002 @ 10:32pm
by fzammetti

PostPosted: Jul 9, 2002 @ 11:13pm
by Kzinti
Actually they can be imported with any class name... Simply specify it to the LoadImage() function. "image" is only the default value...

ex:
LoadImage( display, IDR_IMAGE, "class" );

PostPosted: Jul 9, 2002 @ 11:16pm
by fzammetti
Ah, that's cool!

Is there documentation of all the functions available with PocketFrog that I am not aware of?

Thanks again!

.RAW files

PostPosted: Jul 10, 2002 @ 10:40am
by Conan

PostPosted: Jul 10, 2002 @ 3:58pm
by fzammetti
That plasma demo would be very helpful, where can I get that? Didn't see it on the PocketFrog site and a scan through this message board didn't turn it up...

PostPosted: Jul 10, 2002 @ 4:03pm
by fzammetti
Ah, never mind, I just found it. (different search term)

Revisited

PostPosted: Dec 4, 2002 @ 10:29pm
by fzammetti
I'm replying to this thread because I just encountered the issue again, and I tried the solution originally suggested, i.e., specifying the resource class when loading the images. It didn't seem to work. However, as soon as I reimported the images specifically as BMP's, all problems went away.

I'm just posting this in case anyone faces the same issue, maybe this will save you some time and headache. Of course, if anyone can solve the problem for me that would be great too. As it is I don't have a problem importing specifically as BMPs (I haven't had cause yet to try JPGs so I don't know if the same problem exists), the only reason it's an issue at all for me is simply or organization: if I'm doing a game with multiple screens, I like having each screen have it's own resource folder for images, but now it doesn't seem that I can since they all need to come in as the same resource class. Not a big deal in the end.