So, I'm New
Posted: Wed Nov 04, 2009 1:42 am
Am reading a few tutorials, but none of them seem to explain exactly what all the BGs and Modes and stuff do. They say like "Text", "Extended" etc, but none elaborate enough on that really.
Specifically, I'm looking to program a tilebased strategy game, and whilst I could easily handle most of the game logic (yay 3-4 years of C & C++ experience, with x86 assembly somewhere in there...), I have no idea where to begin with the graphics. The most relateable game I can think of in terms of interface is Advanced Wars; a scrollable tile map consisting of pretty much the same 20 odd tile textures, and ontop of each is a tile/sprite of the units occupying the space.
What approximately should I do here? The sprites would need transparency, which GRIT does nice and easily, but how would I apply this? What mode should I be looking to use?
Also, one thing I find really helpful is a documentation of everything in the API. Is there any to recommend?
That aside, this is one of the best homebrew compilers I've seen. I seem to be able to throw everything at it and it can either compile the most abstract stuff, or perfectly errors at the problemic code o_q
Specifically, I'm looking to program a tilebased strategy game, and whilst I could easily handle most of the game logic (yay 3-4 years of C & C++ experience, with x86 assembly somewhere in there...), I have no idea where to begin with the graphics. The most relateable game I can think of in terms of interface is Advanced Wars; a scrollable tile map consisting of pretty much the same 20 odd tile textures, and ontop of each is a tile/sprite of the units occupying the space.
What approximately should I do here? The sprites would need transparency, which GRIT does nice and easily, but how would I apply this? What mode should I be looking to use?
Also, one thing I find really helpful is a documentation of everything in the API. Is there any to recommend?
That aside, this is one of the best homebrew compilers I've seen. I seem to be able to throw everything at it and it can either compile the most abstract stuff, or perfectly errors at the problemic code o_q