Re: [2005] DirectX Questions
6) As far as i know you can't overlay windows controls on a DX surface. You've either got to remake the controls within your DX code (a lot of work) or make your logonscreen display before you start DX (or maybe in a seperate window, that appears above the one DX is rendered on).
7) You could use C#'s delegates/events in order to link actions (e.g. an enemy beind killed) to an event (bullet hitting him) but you've still got to check for a hit somewhere (maybe in the bullet's 'think'/movement code). You'd then trigger the enemy's 'Ive Been Killed' code.
8) TGA files save alpha levels, and i think the texture loader uses these. So you could have parts transparent, as well as partially so if you want. Just find a BMP -> TGA converter on the web and you're set.
Re: [2005] DirectX Questions
OK thanks for the reply.
6) I need a textbox and buttons in the game itself as well so I think that option is out >_>
7) Do you still have to check every single time they move? If so, doesn't help much
8) How can I set parts of the bitmap transparent so when I convert it to a TGA, it knows which part is transparent?
Re: [2005] DirectX Questions
6) Then you've got a lot of work ahead. Not sure if there are any good resources on creating a GUI within DX in C#, have seen a few C++ ones.
7) Yes, otherwise the user may see a delay from the bullet hitting the object to it being killed.
8) You'd have to look for a program that allowed you to either set transparent pixels once the BMP was read in, or automatically set a particular colour on the BMP to be transparent once converted to the TGA.
Re: [2005] DirectX Questions
Got any advice/links for number 6? Also, for number 8, can you reccomend any?
As for the others, anyone know?
Re: [2005] DirectX Questions
6) Here's a good article on creating a GUI in DirectX using C++
http://www.gamedev.net/reference/pro.../features/gui/
8) Never needed to convert a bmp to tga so can't recommend. a quick google should turn up some good results i guess.