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Title says it all.
I'm making a horizontal scrolling game with a map 32 screen wide and 1 screen tall, and with the player using extra colors different from the enemy colors. (enemies can't be over or under the player).
For this, I'm using screen rotation, but now I can't use print to display text any more as it appears rotated.
Has anyone already implemented a 90° rotated print function ?



I think your best bet may be printing to the spritesheet (or upper memory as sprite sheet) and using tline() to draw it by line at a 90deg offset.

There could be an option involving a rotated font, but you'd still have to use print() differently as well.

Lastly, I've never used holdframe() (it's unsupported AND I'm not sure if it will work in your scenario anyway) but it's just possible you could use this to compose a non-rotated print on top of a rotated image. But as I say I'm not sure that will even work in your game and I'd be willing to bet everything would come out rotated together anyway.

Good luck!


real question is way use the rotated mode?
scrolling the map block by block will do the same without print toubles


@freds72
Two reasons :
I want a one screen tall 32 screens wide map. There’s a 256 max width for the map, but I can use a 16 tiles wide and 512 tiles tall map instead, and rotate the screen.
2nd reason
Background uses 10 colors, ennemies use 16 including the 10 background, and player uses 16, including the 10 background, for a total of 22 onscreen colors.
Ennemies and player can be side by side, but never one over the other, so a can have two palettes , one for the vertical slice that contains the player, and another one for the rest.
To have vertical palette slices, you need to rotate the screen


ah vertical palette trick, got it

(for the map, you can render chunks the way you want so doesn’t really matter here)


You could use a custom font where the letters are sideways and custom print system that writes the letters one at a time vertically


@teddblue, brilliant , and I don’t even need a custom font, I can use the default one that is already in memory at startup to build the rotated one !



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