I also corrected the texture issue. I'm using a different method for loading pngs now that also allows me to load pvrs, so I've been able to mess around with compressed textures as well. They looked quite lossy, and the mipmaps were terrible, but in game you almost can't notice a difference. I still have a problem with updating my pngs in gimp and then loading them into the engine. After being manipulated a few times, the texture fails to load. I've been working around it for the time being, but hopefully I can get it straightened out.
I also got the texture color changing working. Turns out lighting has to be disabled or else the color is completely ignored. I'm hoping this just turns out to be a quirk with how I currently have lighting setup. The good thing is I can now adjust the alpha of a texture, which allows me to fade textures in and out. With this, I can now smoothly transition between screens and such, resulting in a much more professional 'feel' in the interface.
Lastly, once I had text working, I started on the implementation of the level selection. It isn't working perfectly just yet, as I can see the level names but it doesn't load anything other than the first, but I'm pretty sure it'll be a quick fix. I believe that's most of what I got done today. Things are rolling along well now, and I hope I can continue down the designing and tweaking path for a little while. In the mean time, here are some shots of where I got today. Names blocked out to protect the innocent:
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