My IOTD is not an actual fighting game. The four shots are taken from a demo
that uses my 2D sprite library that I've been working on.
The sprites and background were ripped from the Capcom game: Street Fighter
Alpha 2 (using Mame). In the demo you can move Sakura around with the arrow
keys. Pressing 'A' or 'S' will make her punch or kick. You can also press
ALT-ENTER to toggle fullscreen mode. In the background there are about a hundred
bikers moving across the screen. Pressing the number keys will change the
shading effects of the bikers
Since the library uses Direct3D to display the sprites, it gains all the nice
features of 3D games such as hardware acceleration and alpha blending.
Sprite mirroring and rotation
Alpha and additive blending
Colorkey and per-pixel alpha transparencies
Sprite color tinting with global sprite alpha
Supports BMP, PNG, and TGA files
Comes with a drag and drop Win32 GUI tool to generate multi-frame sprite files.
Windowed or fullscreen switchable modes available during runtime
Primitive drawing functions. lines and rect fills
A nice base support of core functions
IMHO, one of the neat things about the library is that it uses a quadtree to
manage images and sprites on large precreated textures. This allows sprites to
be of any dimension instead of the power of two size requirement that is typical
3D card textures.
The snapshots were taken from my Dell Inspiron 8100 laptop (WinXP Pro, P3-M
1.3Mhz, Nvidia Geforce2Go 32meg). The frame rate will probably vary on other
video cards. I've only been able to test the library on Nvidia cards since they
are the only cards that I own. You'll need the latest version of DirectX to run
the demo (Ver 8.1)
The Sakura demo executable and libary source are available on my web page
http://www.gonavi.com. The library is in a very alpha state. In its current
condition, I don't think its ready for an actual project. I'm releasing the
source now for people who want to take a peek in the current development of the