Seite 115 von 342 ErsteErste ... 15 65 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 165 215 ... LetzteLetzte
Zeige Ergebnis 3.421 bis 3.450 von 10238

Lua Programming Help Thread

This is a discussion on Lua Programming Help Thread within the PSP Development Forum forums, part of the PSP Development, Hacks, and Homebrew category; Zitat von jamz1825 ok im using the 5 bullet code from evil mana and i have it set up so ...

  
  1. #3421
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von jamz1825
    ok im using the 5 bullet code from evil mana and i have it set up so that when the bullet enter a certain are (hits the target) the score goes up by one
    i have it working but the score continues to go up repeatedly unless i fire 5 bullets out of the zone. here is my code


    if Wario[1].y + 72 > BulletInfo[i].y and BulletInfo[i].x + 8 > Wario[1].x and BulletInfo[i].x < Wario[1].x + 107 then
    BulletInfo[i].firing = false
    score = score + 1
    end

    please tell me what to do to make the score go up by JUST one not one repeated

    the problem is, even after uve declared bullet firing to false, the x and y valuse retain their valuse. you need a bool:
    Code:
    hit = false
    
    if Wario[1].y + 72 > BulletInfo[i].y and BulletInfo[i].x + 8 > Wario[1].x and BulletInfo[i].x < Wario[1].x + 107 then
    BulletInfo[i].firing = false
    hit = true
    end 
    
    if hit == true then
    score = score + 1
    hit = false
    end
    try that


    --------------------------------------------------------------------------------------

  2. #3422
    sceKernelExitGame();
    Points: 19.955, Level: 89
    Level completed: 21%, Points required for next Level: 395
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Ort
    New York
    Beiträge
    3.126
    Points
    19.955
    Level
    89
    Downloads
    0
    Uploads
    0

    Standard

    Why does everyone use Charlie's method? Sure its greats for begginers, but not when you go on to greater tasks. I mean his tutorials are for getting people started in lua, and provide a foundation. NOT provide a way you will use your whole career of lua

  3. #3423
    Points: 3.957, Level: 40
    Level completed: 4%, Points required for next Level: 193
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    36
    Points
    3.957
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    ive already tried that the score just continues to rise

    EDIT: i double checked and tried urs, still no luck
    -= Double Post =-
    and bronx... about the getting started part...this is my first lua
    Geändert von jamz1825 (08-29-2006 um 05:23 PM Uhr) Grund: Automerged Doublepost

  4. #3424
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Bronx
    Why does everyone use Charlie's method? Sure its greats for begginers, but not when you go on to greater tasks. I mean his tutorials are for getting people started in lua, and provide a foundation. NOT provide a way you will use your whole career of lua
    whos charlie???
    --------------------------------------------------------------------------------------

  5. #3425
    Points: 3.957, Level: 40
    Level completed: 4%, Points required for next Level: 193
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    36
    Points
    3.957
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    no worries i just got it, i had to move the coordinates of the bullet after it hit to a random spot that wouldnt make a difference

  6. #3426
    sceKernelExitGame();
    Points: 19.955, Level: 89
    Level completed: 21%, Points required for next Level: 395
    Overall activity: 0%

    Registriert seit
    Jan 2006
    Ort
    New York
    Beiträge
    3.126
    Points
    19.955
    Level
    89
    Downloads
    0
    Uploads
    0

    Standard

    Oh, sorry dude... Continue on learning then

    Charlie is the owner of Evilmana >.> (AKA PSPMillionare)

  7. #3427
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Bronx
    Oh, sorry dude... Continue on learning then

    Charlie is the owner of Evilmana >.> (AKA PSPMillionare)
    o his bullet code.. i see now.
    --------------------------------------------------------------------------------------

  8. #3428
    Banned from QJ for LIFE
    Points: 10.957, Level: 69
    Level completed: 27%, Points required for next Level: 293
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    1.557
    Points
    10.957
    Level
    69
    Downloads
    0
    Uploads
    0

    Standard

    thx aphonia, but the index.lua in snake goes on about strings and stuff i dont get in that bit >.<

    i can wait till more program lua tuts come out as it might help me.

  9. #3429
    Developer
    Points: 4.318, Level: 41
    Level completed: 84%, Points required for next Level: 32
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    205
    Points
    4.318
    Level
    41
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von jamz1825
    no worries i just got it, i had to move the coordinates of the bullet after it hit to a random spot that wouldnt make a difference
    That's an ugly fix... All you had to do was add an extra part to your if statement:

    Code:
    if (collision stuff) and BulletInfo[i].firing then
        BulletInfo[i].firing = false
        score = score + 1
    end
    Since the if statement will only trigger when firing == true and you immediately set it to false if it does trigger, than it will only run once.

  10. #3430
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von LMelior
    That's an ugly fix... All you had to do was add an extra part to your if statement:

    Code:
    if (collision stuff) and BulletInfo[i].firing then
        BulletInfo[i].firing = false
        score = score + 1
    end
    Since the if statement will only trigger when firing == true and you immediately set it to false if it does trigger, than it will only run once.
    we all got pwnt.
    --------------------------------------------------------------------------------------

  11. #3431
    Developer
    Points: 4.318, Level: 41
    Level completed: 84%, Points required for next Level: 32
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    205
    Points
    4.318
    Level
    41
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von mraellis
    can someone plz say how i can get lua to read a random line from a txt file and print it to screen?

    or show me how my code on the last page is wrong.
    Check out the io.lines entry in the Lua Reference Manual. I've never had to do what you want before, but if I did then I would probably use that. I don't know if this will work or not, but I'd try this:
    Code:
    tableoflines={}
    k=0
    for line in io.lines("filename.txt") do
       k=k+1
       tableoflines[k]=line
    end
    
    randomline=tableoflines[math.random(k)]
    No guarantees, of course. :)

  12. #3432
    Points: 3.957, Level: 40
    Level completed: 4%, Points required for next Level: 193
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    36
    Points
    3.957
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    ok, there could be a very simple answer to this but of coarse i dont know...i am jsut begining

    andway
    can you tell me how to make it so when i press start the game pauses and if i press it agin it resumes.

    i know something exists like

    system.sleep()

    anyway could anyone help me out?

    anyone?

    i got it so i can pause but i haveto resume with another button
    how could i do it with the smae button (start)
    Geändert von jamz1825 (08-30-2006 um 12:15 PM Uhr)

  13. #3433
    QJ Gamer Bronze
    Points: 5.924, Level: 49
    Level completed: 87%, Points required for next Level: 26
    Overall activity: 0%

    Registriert seit
    Feb 2006
    Ort
    Earth, UK
    Beiträge
    457
    Points
    5.924
    Level
    49
    Downloads
    0
    Uploads
    0

    Standard

    did you use this for the pause code?
    Code:
    --This goes somewhere near the start--
    function pause()
    while true do
    pad:Controls.read() 
    screen:clear()
    screen:print(200,200,"Game Paused",red)
    if pad:start() and oldpad:start()~=pad:start() then
    break
    end
    screen.waitVblankStart()
    screen.flip()
    end
    end
    --This goes in the main loop--
    if pad:start() and oldpad:start()~=pad:start() then
    pause()
    end
    <<Put A message Here>>
    <<Just made another rubbish website visit it here.>>

  14. #3434
    Banned from QJ for LIFE
    Points: 10.957, Level: 69
    Level completed: 27%, Points required for next Level: 293
    Overall activity: 0%

    Registriert seit
    Jul 2006
    Beiträge
    1.557
    Points
    10.957
    Level
    69
    Downloads
    0
    Uploads
    0

    Standard

    thanks lmelior but that doesnt work
    and that lua link is confusing.
    i think i'll wait till a few more lua tuts for program luas out before i make something.

  15. #3435
    Look at my user title :p
    Points: 14.103, Level: 77
    Level completed: 14%, Points required for next Level: 347
    Overall activity: 0%

    Registriert seit
    Feb 2006
    Ort
    Texas
    Beiträge
    1.183
    Points
    14.103
    Level
    77
    Downloads
    0
    Uploads
    0

    Standard

    ok heres my problem i got my code pretty much sorted out but when i olay it the loading screen stays on 0% and then turns off my psp whats wrong anybody know?

  16. #3436
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von %chrono trigger%
    ok heres my problem i got my code pretty much sorted out but when i olay it the loading screen stays on 0% and then turns off my psp whats wrong anybody know?

    can we see your code?

    its probably a loading problem.
    --------------------------------------------------------------------------------------

  17. #3437
    Look at my user title :p
    Points: 14.103, Level: 77
    Level completed: 14%, Points required for next Level: 347
    Overall activity: 0%

    Registriert seit
    Feb 2006
    Ort
    Texas
    Beiträge
    1.183
    Points
    14.103
    Level
    77
    Downloads
    0
    Uploads
    0

    Standard

    nope didnt find it here is my code:
    pink = Color.new(255, 0 , 153)
    GameStatus = "Loading"
    LoadingTimer = Timer.new()

    LoadingTimer:start()

    if GameStatus == "Loading" and LoadingTimer:time() >= 1 and LoadingTimer:time() < 50 then
    screen:clear()
    screenrint(194, 136, "Loading: 0%", pink)
    screen.flip()
    gunscreen = Image.load("gunscreen.jpg ")
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 50 and LoadingTimer:time() > 100 then
    screen:clear()
    screenrint(194, 136, "Loading: 20%", pink)
    screen.flip()
    gunman = Image.load("gunman.jpg")
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 100 and LoadingTimer:time() > 150 then
    screen:clear()
    screenrint(194, 136, "Loading: 40%", pink)
    screen.flip()
    background = Image.load("background.jp g")
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 150 and LoadingTimer:time() > 200 then
    screen:clear()
    screenrint(194, 136, "Loading: 60%", pink)
    screen.flip()
    playera = Image.load("playera.png")
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 200 and LoadingTimer:time() > 250 then
    screen:clear()
    screenrint(194, 136, "Loading: 80%", pink)
    screen.flip()
    playerb = Image.load("playerb.png")
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 250 and LoadingTimer:time() > 300 then
    screen:clear()
    screenrint(194, 136, "Loading: 90%", pink)
    screen.flip()
    end
    if GameStatus == "Loading" and LoadingTimer:time() >= 300 and LoadingTimer:time() > 350 then
    screen:clear()
    screenrint(194, 136, "Loading: 100%", pink)
    screen.flip()
    end
    if GameStatus == "Loading" and LoadingTimer:time() > 351 then
    LoadingTimer:stop()
    LoadingTimer:reset()
    GameStatus = "Menu"
    end
    screen:blit(0,0,gunman)
    screen.waitVblankStart(60 )
    screen:clear()
    screen.waitVblankStart(60 )
    screen:clear()
    screen:blit(0,0,backgroun d)
    playera = {}
    player[a] = {x = 200, y = 50}
    playerb = {}
    player[b] = { x = 400, y = 100 }
    screenwidth = 480 - player.width()
    screenheight = 272 - player.width()
    player[b] = { x = 400, y = 100 }
    screen:blit(Player [a].x,Player [a].y,playera)
    screen:blit(Player[b].x,Player.y,playerb)
    screenwidth = 480 - player.width()
    screenheight = 272 - player.width()
    Playerb = { x = 400, y = 100 }
    if pad:left() and Player[1].x > 0 then
    Player[1].x = Player[1].x - 2
    end
    if pad:right() and Player[1].x < screenwidth then
    Player[1].x = Player[1].x + 2
    end
    if pad:up() and Player[1].y > 0 then
    Player[1].y = Player[1].y - 2
    end
    if pad:down() and Player[1].y < screenheight then
    Player[1].y = Player[1].y + 2
    end
    screen.waitVblankStart()
    screen.flip()

  18. #3438
    QJ Gamer Green
    Points: 6.256, Level: 51
    Level completed: 53%, Points required for next Level: 94
    Overall activity: 0%

    Registriert seit
    Jun 2006
    Ort
    London
    Beiträge
    645
    Points
    6.256
    Level
    51
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Bronx
    Why does everyone use Charlie's method? Sure its greats for begginers, but not when you go on to greater tasks. I mean his tutorials are for getting people started in lua, and provide a foundation. NOT provide a way you will use your whole career of lua
    But why use Lua for "your whole career" when you have C++?


    @ Chrono, i think that would load the image into memory over and over again realy quickly, crashing the PSP.

    Use
    Code:
    if loading step = 1 
    
    IF background (or whatever image) = null
    
    //* Print text saying 20% done or whatever
    
    //* Load Background image...
    
    END
    
    else
    
    load = 2
    
    END
    
    END
    That was terrible i dont even know if there is a ELSE function in Lua.

    Wait, i dont know Lua at all! But anyway what you want done can be acomplished with Null.

    So
    Code:
    IF Background = null
    is

    Code:
    If the memory at the address background is empty then.
    or
    Code:
    if background is empty then.
    Geändert von Nutterbutter (08-31-2006 um 04:24 PM Uhr) Grund: Automerged Doublepost
    [b][center]
    [URL="http://forums.qj.net/showthread.php?t=65032"][SIZE="3"][COLOR="Blue"]Omicron[/COLOR] - [COLOR="DeepSkyBlue"]A hacking simulation game for the PSP[/COLOR][/SIZE][/URL]

    [url=http://profile.mygamercard.net/dr+nutterbutter][img]http://card.mygamercard.net/gbar/live/dr+nutterbutter.gif[/img][/url][/b][/center]

  19. #3439
    Look at my user title :p
    Points: 14.103, Level: 77
    Level completed: 14%, Points required for next Level: 347
    Overall activity: 0%

    Registriert seit
    Feb 2006
    Ort
    Texas
    Beiträge
    1.183
    Points
    14.103
    Level
    77
    Downloads
    0
    Uploads
    0

    Standard

    where do i put the IF Background = null?
    and what does the code do? (so im not just coping and pasting)

  20. #3440
    QJ Gamer Green
    Points: 6.256, Level: 51
    Level completed: 53%, Points required for next Level: 94
    Overall activity: 0%

    Registriert seit
    Jun 2006
    Ort
    London
    Beiträge
    645
    Points
    6.256
    Level
    51
    Downloads
    0
    Uploads
    0

    Standard

    I explained it at the bottom. DONT copy that code, i dont know lua, it wont work. It was just theory code.

    IF background = null will check to see if there is no image in background.

    Soo take out the timer and put that there instead. The timer is what is crashing the PSP.

    Ergh ive explained this terribly...
    [b][center]
    [URL="http://forums.qj.net/showthread.php?t=65032"][SIZE="3"][COLOR="Blue"]Omicron[/COLOR] - [COLOR="DeepSkyBlue"]A hacking simulation game for the PSP[/COLOR][/SIZE][/URL]

    [url=http://profile.mygamercard.net/dr+nutterbutter][img]http://card.mygamercard.net/gbar/live/dr+nutterbutter.gif[/img][/url][/b][/center]

  21. #3441
    Look at my user title :p
    Points: 14.103, Level: 77
    Level completed: 14%, Points required for next Level: 347
    Overall activity: 0%

    Registriert seit
    Feb 2006
    Ort
    Texas
    Beiträge
    1.183
    Points
    14.103
    Level
    77
    Downloads
    0
    Uploads
    0

    Standard

    yeah but im sort of getting the idea

  22. #3442
    QJ Gamer Green
    Points: 6.256, Level: 51
    Level completed: 53%, Points required for next Level: 94
    Overall activity: 0%

    Registriert seit
    Jun 2006
    Ort
    London
    Beiträge
    645
    Points
    6.256
    Level
    51
    Downloads
    0
    Uploads
    0

    Standard

    Good, null is a useful part of programming.
    [b][center]
    [URL="http://forums.qj.net/showthread.php?t=65032"][SIZE="3"][COLOR="Blue"]Omicron[/COLOR] - [COLOR="DeepSkyBlue"]A hacking simulation game for the PSP[/COLOR][/SIZE][/URL]

    [url=http://profile.mygamercard.net/dr+nutterbutter][img]http://card.mygamercard.net/gbar/live/dr+nutterbutter.gif[/img][/url][/b][/center]

  23. #3443
    QJ Gamer Silver
    Points: 10.263, Level: 67
    Level completed: 54%, Points required for next Level: 187
    Overall activity: 0%

    Registriert seit
    Jun 2006
    Ort
    UK
    Beiträge
    2.326
    Points
    10.263
    Level
    67
    Downloads
    0
    Uploads
    0

    Standard

    Use nil instead of NULL for Lua.

  24. #3444
    Points: 4.094, Level: 40
    Level completed: 72%, Points required for next Level: 56
    Overall activity: 0%

    Registriert seit
    Apr 2006
    Beiträge
    10
    Points
    4.094
    Level
    40
    Downloads
    0
    Uploads
    0

    Standard

    Hey can someone help me out with making this rpg work. I'm trying to make my sprites do a proper walk so if they press down it looks like it's going down like it is a real rpg.

    Code:
    grass = Image.load("grass.png") 
    player = Image.load("player.png")
    player1 = Image.load("player1.png") 
    player2 = Image.load("player2.png") 
    player3 = Image.load("player3.png") 
    player4 = Image.load("player4.png") 
    player5 = Image.load("player5.png")
    player6 = Image.load("player6.png")
    
    screenwidth = 480 - player:width() 
    screenheight = 272 - player:width() 
    
    Player = { } 
    Player[1] = { x = 200, y = 50 } 
    
    while true do 
    pad = Controls.read() 
    screen:clear() 
    
    for a = 0, 14 do 
    for b = 0,8 do 
    screen:blit(32 * a, 32 * b, grass) 
    end 
    end 
    
    screen:blit(Player[1].x,Player[1].y,player) 
    
    if Player[1].dir=="left" then 
    screen:blit(Player[1].x,Player[1].y,player1) 
    end 
    
    if Player[1].dir=="right" then
    screen:blit(Player[1].x,Player[1].y,player2) 
    end 
    
    if Player[1].dir=="up" then
    screen:blit(Player[1].x,Player[1].y,player3) 
    end 
    
    if Player[1].dir=="down" then
    screen:blit(Player[1].x,Player[1].y,player4) 
    end 
    
    if pad:left() and Player[1].x > 0 then 
    Player[1].dir = "left" 
    Player[1].x = Player[1].x - 4 
    end 
    
    if pad:right() and Player[1].x < screenwidth then 
    Player[1].dir = "right" 
    Player[1].x = Player[1].x + 4 
    end 
    
    if pad:up() and Player[1].y > 0 then 
    Player[1].dir = "up" 
    Player[1].y = Player[1].y - 4 
    end 
    
    if pad:down() and Player[1].y < screenheight then 
    Player[1].dir = "down" 
    Player[1].y = Player[1].y + 4 
    end 
    
    if pad:home() then break 
    end 
    
    screen.waitVblankStart() 
    screen.flip() 
    end

  25. #3445
    QJ Gamer Blue
    Points: 4.822, Level: 44
    Level completed: 36%, Points required for next Level: 128
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    73
    Points
    4.822
    Level
    44
    Downloads
    0
    Uploads
    0

    Standard

    hey can someone tell me:
    A. what image files are supported with luaplayer
    B. what image file can be over 480x272 while still being transparent
    C. why a png can't be over 480x270

    i need this for a boss in my game Orbz. the boss looks horrible because I used a jpeg for it cause the total strip image is 30XX by 163

    also, coding help:
    A. is there a function/code that will allow me to do something like:
    move_towards(xvar_of_obje ct,yvar_of_object,x,y,spe ed)
    or any form of a "move towards a point"? or even like move in a direction
    move(xvar_of_object,yvar_ of_object,direction,speed ) ?

  26. #3446
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von mako
    hey can someone tell me:
    A. what image files are supported with luaplayer
    B. what image file can be over 480x272 while still being transparent
    C. why a png can't be over 480x270

    i need this for a boss in my game Orbz. the boss looks horrible because I used a jpeg for it cause the total strip image is 30XX by 163

    also, coding help:
    A. is there a function/code that will allow me to do something like:
    move_towards(xvar_of_obje ct,yvar_of_object,x,y,spe ed)
    or any form of a "move towards a point"? or even like move in a direction
    move(xvar_of_object,yvar_ of_object,direction,speed ) ?
    A. png and jpg, bmp if you use BMPlib be youresam.
    B. none. if you have anything over 480x272, theres a 90% chance lua wont load it.
    C.cause it takes wayyy too much ram. a 200x200 png image takes almost 1MB, and you only have like 10MB to work with.

    CODING

    A. youll have to do it yourself.
    --------------------------------------------------------------------------------------

  27. #3447
    QJ Gamer Blue
    Points: 4.822, Level: 44
    Level completed: 36%, Points required for next Level: 128
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    73
    Points
    4.822
    Level
    44
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von Grimfate126
    A. png and jpg, bmp if you use BMPlib be youresam.
    B. none. if you have anything over 480x272, theres a 90% chance lua wont load it.
    C.cause it takes wayyy too much ram. a 200x200 png image takes almost 1MB, and you only have like 10MB to work with.

    CODING

    A. youll have to do it yourself.
    B: I can load a 3000x163 jpg fine, just no transparency. and on the psp, it doesn't show up at all. just a big white block

    so will splitting the images and loading them separately work? i reeli doubt it, but hey, its worth a shot. there would be about 40 163x163 pngs

  28. #3448
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von mako
    B: I can load a 3000x163 jpg fine, just no transparency. and on the psp, it doesn't show up at all. just a big white block

    so will splitting the images and loading them separately work? i reeli doubt it, but hey, its worth a shot. there would be about 40 163x163 pngs
    well, jpegs have a higher chance of loading, but they just become white blocks.
    --------------------------------------------------------------------------------------

  29. #3449
    QJ Gamer Blue
    Points: 4.822, Level: 44
    Level completed: 36%, Points required for next Level: 128
    Overall activity: 0%

    Registriert seit
    Jul 2005
    Beiträge
    73
    Points
    4.822
    Level
    44
    Downloads
    0
    Uploads
    0

    Standard

    so will splitting the images and loading them separately work? i reeli doubt it, but hey, its worth a shot. there would be about 40 163x163 pngs

  30. #3450
    Your Fate is Grim...
    Points: 11.640, Level: 70
    Level completed: 98%, Points required for next Level: 10
    Overall activity: 0%

    Registriert seit
    Oct 2005
    Beiträge
    2.269
    Points
    11.640
    Level
    70
    Downloads
    0
    Uploads
    0

    Standard

    Zitat Zitat von mako
    so will splitting the images and loading them separately work? i reeli doubt it, but hey, its worth a shot. there would be about 40 163x163 pngs

    40?!?? i doubt it. but u might as well try. if that dont wrk. convert your code to C. it should work much better.
    --------------------------------------------------------------------------------------


 

Tags for this Thread

Forumregeln

  • Es ist Ihnen nicht erlaubt, neue Themen zu verfassen.
  • Es ist Ihnen nicht erlaubt, auf Beiträge zu antworten.
  • Es ist Ihnen nicht erlaubt, Anhänge hochzuladen.
  • Es ist Ihnen nicht erlaubt, Ihre Beiträge zu bearbeiten.
  •  





Alle Zeitangaben in WEZ -8. Es ist jetzt 07:53 AM Uhr.

Use of this Web site constitutes acceptance of the TERMS & CONDITIONS and PRIVACY POLICY
Copyright © , Caputo Media, LLC. All Rights Reserved. Cluster .