I'm writing a sub-engine using jamagic's built in 3d renderring engine that works off a graphics style similar to the game Disgaea: Hour of Darkness (PS2), or Final Fantasy Tactics, basically, 2d sprites on a 3d landscape. I tried using a blob for the sprites, but that doesn't seem to work properly...
After hours of toying with several functions and ideas I still have not come to a solution, is this possible to do at all? Here's what I have so far (the sprite used is just to practice). I also found that I can't get a sprite defined as an animation to animate using the .Play() function if it's blitted to a surface. What's the deal? Any help much appreciated.
Here's what I've got so far, including ugly blob attempt.
Ok nevermind I figured out the problem with animating the blob, now I just need to solve one more problem... here's how I have the "sprite3d" object set up.
new sprite3d( params )
\_
create a surface
create a sprite
create the blob (this is what's actually displayed)
sprite3d is a custom defined object that creates a surface to blit a sprite onto. The sprite consists of an anm file. The object has several variables such as x, y, z, animation, etc... and pointers to all of it's internal objects (the surface, the sprite, and the blob)
Now everytime the screen is redrawn the sprite is updated on the surface, the only problem with the surface as shown in the picture above is that the background still remains on the blob. I need to know if it is possible to set the blob to be transparent where the surface is transparent (I set the back color of the surface to rgb(0, 0, 0) and eraserect, then settransparency( ON ) and it doesn't seem to work (see pic still)...any clues?
Oh, and if this is in fact possible and it hasn't been done, I'm more than willing to release the sprite3d class as an importable object .