Title: Curved Text & RLE vector routines (part 2)
| Code Submitted By: - andy_a
| This code snippet will run as is, but you'll need part 1 for creating and saving images in your own program. The new functions are:
makeData() - makes a text file of data statements that can be copy & pasted into your source code.
getImgData() - once you've pasted the data statements into your source, use this function to load into memory for further processing.
data2buffer() - like the above, but will re-create the image at 0, 90, 180, 270 degrees (user specified) in a Blitz image buffer. Use the Blitz image buffer just like you would use any loaded external image file.
dat2curv2buf() - reads the image in the data statements, wraps the image around a curve, and stores in a Blitz image buffer.
Simple usage demo included. |
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Title: 2D Fast Fade
| Code Submitted By: - waroffice
 | I made a file to fade out my levels in my RPG and found it could be usefull to others.
Any problems PM me |
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Title: 3D Embossed Text Function
| Code Submitted By: - cyberseth
 | Rather than onion's 3D Emboss Function which uses pixel, this is a function solely for text, and is faster for large text and titles, but useless for images. In its simplest form it can be EmbossText(x,y,caption$) and has extra properties of (depth, angle, halign, valign)
Also it will emboss the text at any angle, not just 8 directions. |
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Title: 3D Starfield
| Code Submitted By: - stompy
| Create a cool starfield. Only uses integers and has depth colouring. |
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Title: Attempted Web 'Physics' (Elasticity)
| Code Submitted By: - i r teh n00b!!1
| I set myself the challenge of emulating elasticity...
This is the best I could come up with. It may be messy and there are probably better, neater ways to do the same thing, but I'm a newbie and it was fun to make! Anyway, the more code in the archives the better, right? :-) |
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Title: Coloured TEXT with OUTLINE
| Code Submitted By: - da_hobo_hen
| This function displays your text, in the current drawing colour, then writes it (in your current font), with a 1 pixel thick black background.
I found this code usefull, and hope you do too.
Just call txt(xpos,ypos,txt$,centeredx,centeredy) xpos is x posisiton (pixels) ypos is y position (pixels) txt$ is the text centeredx is TRUE/FALSE/1/0 - to center horrizontally centeredy is TRUE/FALSE/1/0 - to center verticallay |
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Title: Cool 3D Intro Sequence -- Version 2
| Code Submitted By: - g8w4y
| This builds a logo out of coloured cubes, the image of which is loaded from an image up to 32 x 32 pixels. This is excellent for splash screens etc, and a simple (and bad) example bmp image can be found at http://www.angelfire.com/musicals/yaar/blitz.bmp for those too lazy to make their own :-). You don't need to put my name anywhere, but the credit would be nice.
New version adds saving support and images don't have to be exactly 32 x 32... |
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Title: DMT, DEM, VDXLIGHTING
| Code Submitted By: - nofrontier
 | Too long for the short title:
- Dynamic Mesh Trail effect, which uses the new VertexAlpha thing, - Dynamic Environment Mapping, through copyrect and flag 256+64 - And a nice DXlight effect
The Dynamic Mesh Trail original basic functions are by Ben Gillbank, modified along some hour of coding last night. All the rest is genuine instant from-skratch blitz3d coding.
Enjoy it, mod it, use it, credit me! :) |
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Title: Destructable outlined terrain
| Code Submitted By: - darkeagle
 | destroy the terrain, and it gets outlined :)
numbers 1-4 choose size of the hole to create.
*DEFINATELY* not optimised... anyone gonna help me speed it up?? :)
enjoy! |
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Title: Digital Timer
| Code Submitted By: - rhyswynne
| Convert any time integer into digital timer format. Requires the digitimer Global mentioned at the top of the file (the other's are simply in the demo). |
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Title: Dynamic Text Creator
| Code Submitted By: - ionstorm
 | These tools and code, will allow you to create a text than scales with your games resolution, very fast and usefull, well i thought so. If you use it please drop us an email. Email me for the Font and the support files. |
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Title: Fade with Transparency
| Code Submitted By: - super maaka
| A couple of routines to perform fade operation on images. Also includes the option to create images with a varying degree of transparency (like looking through glass) by sampling a referenced image and overlaying it onto an existing image. Simple yet effective.
Both fade and transparency can be applied at varying degress. |
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Title: Fading system/Gamma control
| Code Submitted By: - thechange
| Includes an automatic screen fade in/out system as well as accurate gamma control - Utilizing Blitz' gamma control functions which only work in fullscreen. |
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Title: Fat Functions
| Code Submitted By: - andy_a
 | Add line thickness to Lines, Rects, Ovals, Stars, & Circles. Rects & Ovals can be rotated in near real time (depending on thickness). All without artifacts (holes) in the thick lines. Commented and has usage examples.
Updated. Now includes fatSuperEllipse() function. Check it out! |
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Title: Full Screen Motion Blur
| Code Submitted By: - ban300
 | Use this to apply a motion blur to the screen. This is for 3D applications. The comments should explain how to use the code. Basically call SetupBlurCamera() right after you create your main viewport camera and then call BlurScreen() before RenderWorld. By toying with the blur_severity and falloff values you can drastically alter the effect. You can further alter it by changing the blur_magnitude in BlurScreen(). |
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Title: Gradiator
| Code Submitted By: - thechange
 | Create vertical gradients at runtime. |
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Title: Grayscale
| Code Submitted By: - pexe
| Turn your graphics to Grayscale Mode.
WARNING: This script is VERY SLOW!
Enjoy. |
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Title: Heat-seaking rocket
| Code Submitted By: - the-mike
 | When the right mouse button is pressed, this will spawn random rockets (add a "rocket.bmp", a rocket faced like this: -->) of random speed and turning rate which will track the mouse. Useful in many 2D game engines! |
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Title: Horizontal Text Scroller
| Code Submitted By: - specis
 | Loads the Text in from a text file and scrolls it across the bottom of the screen. Eh no limit on Length or number of lines in the Txt file. that i know of. prove me wrong though :D |
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Title: Mantra: 1.2.3.2d root source file
| Code Submitted By: - alias jargon
| publisher: 666 Network program: Mantra module: Mantramix-1-2-3-2d.bb pupose: realtime .wav .mp3 .m3u .pls demonic distortion |
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Title: Mantra: audio3-1.bb function module
| Code Submitted By: - alias jargon
| publisher: 666 Network program: Mantra module: audio3-1.bb purpose: realtime .wav .mp3 .m3u .pls demonic distortion |
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Title: Mantra: quotes.bb function module
| Code Submitted By: - alias jargon
| publisher: 666 Network program: Mantra module: quotes.bb purpose: realtime .wav .mp3 .m3u .pls demonic distortion |
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Title: Portable Lightmapper
| Code Submitted By: - starfox
 | Here is the lightmapper that I planned to release sooner or later. It isn't perfect, but good enough for my needs since it was only a test, to see I was capable of creating a lightmapper. The only requirement for using this lightmapper is to give me credit in any of the used programs. |
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Title: RGB --> RGB Screenfader
| Code Submitted By: - tilldrap
| Fades screen from one rgb code to another: screenfade(R1,G1,B1,R2,G2,B2) Simple! |
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Title: Real-Time Emboss
| Code Submitted By: - onion
 | Similar in a way to Photoshop's emboss filter.
It takes a pixel value, and a value from one of the 8 next to it, and combined the two in a clever way to do an emboss effect. Currently loops round the 8 'compass directions' to give a funky effect.
Just wrote it in response to a forum post. Probably won't ever be updated. You'll need a suitable 'image.bmp' file, anything should be fine.
Version 0.1: Ok, its got a bug, it turns everything blue. I suspect I've mucked up the binary shifting..
Suggested improvements:
Fix the bug. :)
Remove the n and m matrices and replace with a smooth sin curve for a lovely lighting effect.
Remove half the readpixelfast statements. At the moment every pixel is read twice. This is quite mad. Fling the values into a 2d array. Much faster.
Animate the matrices.. imagine it.. an emboss text scroller.. cool..
Whatever else.. go play.
NOTE:
Updated. I fixed the bug. All my binary shifts were flippin' back-to-front. Doh! |
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Title: Realtime scaling
| Code Submitted By: - nullmind
 | This is (i belive) the fastest way to draw a scaled image in realtime. It doesnt use any pixel commands.
Tested this on my 900mhz 256MB Geforce2MX (PCI). It can draw a 128x128 image resized to 640x480 in 9ms, ever loop without any pre-rendering or caching.
It does now use a scratch image created in the main game loop :) To save from creating a new image and freeing it everytime. |
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Title: Realtime screen fades
| Code Submitted By: - thechange
 | Fade-in/out routines for Blitz2D, being variations of Snarty's fading routines, which use prebuffering and intelligent pixelwrites to squeeze that extra bit of frames out of your computer. |
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Title: Replaying user input using a collection of Types
| Code Submitted By: - matt_sephton
| 23/24 June 2002, version 0.10, tracks user controlled element 26/27 June 2002, version 0.20, tracks multiple computer controlled elements
to do: enable early quit of replay to go back to game
*** feel free to use this method as long as you give me credit
this method can be used to replay user input. this simple demo records the player control of a dot. we choose to do the correct branch of the main loop (moving or drawing) depending on if we are recording (game) or replaying (watching). this could be extended to keep track of multiple items, such as computer/AI controlled characters.
:) matt |
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Title: Simple Sprite Tutorial
| Code Submitted By: - nawitus
 | Learn how to set up randomly colored sprites rotating trough ur screen. |
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Title: Simple color tester / finder
| Code Submitted By: - alucard
 | Big colored rectangle in the center of the screen reflects the RGB value(s) you give it... just a way to find a specific color you want. Instructions right on the screen. Change graphics mode for your computer if necessary (I set it to 3D so that it flickers less). Happy coding!
-Alucard |
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Title: Static
| Code Submitted By: - genexi2
 | Small piece of code used to create random static pics. and displays them. |
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Title: Super fast image rotation
| Code Submitted By: - badjim
 | These functions work a bit like the RotateImage command, but they are fast enough for realtime use. They rotate around the image handle and do not resize the image. They clip some of the image off so you may need a transparent border around the image to prevent vital parts being chopped off. There are two versions. A two pass version that is fast but has really bad clipping at 90 degree angles, and a three pass version that is slower (but still pretty quick) but doesn't clip too much of the image off at any angle. |
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Title: Tank (Destruct)
| Code Submitted By: - thechange
 | Game tech demo, being a Destruct-clone (hidden minigame in Tyrian), to demonstrate destructable terrain (2D). Shows just the basics. |
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Title: Text Effects
| Code Submitted By: - rhyswynne
| This code includes a demo of all of the text effects. They are dropped shadow, 3d, and gradient text. Relatively simple to follow, and a nice effect. |
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Title: Types within Types
| Code Submitted By: - skn3_acoders
 | You can do types within types with a little bit of pre work making some functions.
Check it out ! |
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Title: Vertical Text Scroller V1
| Code Submitted By: - specis
 | Loads the Lines of text from a file and scrolls them up the screen with Center Align. Line limit is eh not sure. to much and it will overlap probably. |
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Title: Wavy Horizontal Text Scroller
| Code Submitted By: - specis
 | Eh scrolls the text from right to left in a wavey motion. You need to have the Txt file or it wont work |
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Title: Wavy Vertical Text Scroller
| Code Submitted By: - specis
 | Scrolls the text up the screen. It needs the text file as this is where it reads the text from |
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Title: ai Wander source code
| Code Submitted By: - alias jargon
| makes crap wander. no comments. most likely you wont be able to modify and still work unless you are a blitz guru. must create your own "kite.bmp" image. if it dont work use: Global sd=16 ...or else just use that instead to be on the safe side. |
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Title: compText
| Code Submitted By: - adam eavy
 | A Small Piece Of Code That Enables Any Text Within The Message Section To Be Printed To The Screen One Letter At A Time WIth A Small Delay Between Each Letter. Remember The Film Matrix? Its Kinda Like That! |
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Title: fast fading of 2d or 3d screen
| Code Submitted By: - tracer
 | Using a cheating way the screen gets faded from a color to nothing or from nothing to a color. VERY VERY fast. Uses 3D, so Blitz3D is required. A sprite of a color is placed right in front of the camera, the 2d (or 3d) gets places under this, alpha the sprite and you get a fade. |
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Title: position 3d sprites with 2d co-ords
| Code Submitted By: - darkeagle
 | lets you say "i want bloke A at screen co-ords 400,218. but i want alpha and real time scaling/rotating aswell!. |
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Title: real 3d bouncing
| Code Submitted By: - darkeagle
| really really cool... just enable collisions with the world and any objects you want the ball to bounce with, and let this code do its stuff :) bouncy bouncy! |
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Title: rgba separation/recombination etc
| Code Submitted By: - alias jargon
| you must use lockbuffer before using and unlockbuffer when having completed using these commands. dont hold me accountable for if you crash blitz, lose your source, or crash your os. |
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