Quote: "commended on your efforts, looks good "
Why thank-you
Quote: "MS Paint for that background?"
Quote: "Looks MS like - shapes"
Yes, sadly I did stoop to the level of using ms paint
My main PC is out cold, so I'm using my backup machine, which has no paintshop pro or otherwise
Quote: "did you use OpenGL? or DirectX? or something else... "
Indeed, I did use something else: Allegro.
As long as you can figure out double buffering etc, it is as easy as pie for 2d stuff. I managed to pick it up and get it working in under a day. Then I started working on this game (which took 2 days in total).
Oh yeah, and I'm hoping to do a few more tutorials in allegro, so I can get the hang of text output (and do a scoreboard).
Thanks for the input everybody
EDIT: For any allegro newbies out there, who are interested in how double-buffering works, it is actually hideously simple;
buffer_tick=buffer_tick+1;
blit(mscreen, buffer, 0, 0, (SCREEN_W-mscreen->w)/2,
(SCREEN_H-mscreen->h)/2, mscreen->w, mscreen->h);
draw_sprite(buffer,paddlep,20,player_y);
draw_sprite(buffer,paddlec,765,ai_y);
draw_sprite(buffer,ball,ballx,bally);
blit(buffer,screen,0,0,0,0,800,600);
if (buffer_tick==5) {
clear(buffer);
buffer_tick=0;
}
Basically, that code blits the main screen to the buffer, draws the sprites to the buffer (of course you'll need a *buffer BITMAP somewhere) and then blits the buffer to the screen.
Of course, you then need to clear the buffer, so my code increments a time (buffer_tick). Once it equals 5, the ticker is reset, and the buffer is cleared. (If you clear it every loop, it interferes with midi files)
Quote: "Let's think the unthinkable, let's do the undoable, let's prepare to grapple with the ineffable itself, and see if we may not eff it after all."