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2D All the way! / Fill in level

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Zotoaster
21
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Joined: 20th Dec 2004
Location: Scotland
Posted: 27th Jun 2005 23:16 Edited at: 28th Jun 2005 17:23
i have made a random level generator, but i wanna fill in the level, i thought it could be dont by doing it lots of times upderneath itself, but it wont work, can somebody help me fill it in?

Edit: now with REM statements



thanks

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NanoBrain
21
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Joined: 20th Jan 2005
Location: Portland, OR
Posted: 28th Jun 2005 16:49
Zotoaster,

Where are your REM statements?


+NanoBrain+
Zotoaster
21
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Location: Scotland
Posted: 28th Jun 2005 17:14
heheh, i only put one, ill stick some more in

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Zotoaster
21
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Location: Scotland
Posted: 29th Jun 2005 02:15
can someone pleaaasseee reply

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D Ogre
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Joined: 19th Nov 2003
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Posted: 29th Jun 2005 09:33
This is just a suggestion. I guess there is many ways to do this. A quick, down, and dirty way would be to make an image of your moutain range. Enable transparency on that image and paste it over and over to the screen (bitmap 0) incrementing Y in a FOR/NEXT loop. This in effect would smear the image. If you want the sky colored in, just use CLS background color before you smear the image.
Zotoaster
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Posted: 29th Jun 2005 18:12
sounds kinda hard but...

meh, ill give it a whirl

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D Ogre
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Posted: 1st Jul 2005 07:21
It's not as hard as it sounds. Just leave the first part of your code the same, creating your bitmap #1. All you have to do then is grab the bitmap as an image, SET CURRENT BITMAP 0, and PASTE IMAGE Image Number, X, Y, 1 in a FOR/NEXT loop. Like I said, you'll need to increment Y using the loop.
Zotoaster
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Location: Scotland
Posted: 1st Jul 2005 09:33
yeah, ill try again, last time i failed miserably

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Zotoaster
21
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Location: Scotland
Posted: 1st Jul 2005 09:37
hmm, it just wont seem to work :S , would u try it out and send me the code? thanks

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D Ogre
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Posted: 1st Jul 2005 11:11
Here is what I came up with. It's not perfect, but it works. To get the coloring more uniform, you could write a routine that uses memblocks. You would have to make a memblock from the bitmap and manipulate the color data directly. It's a bit more complicated, but it is another option. If you want, I could write it for you...

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