Well, i have to set for each tile and cloud a different blender. Unless i use 32BPP and only use the alpha channel or something. But sinc ei am in 16BPP it does not work that way.
Anyway, it took me some freaking time to get this working:
- my dude (an arctic terror, used with model viewer, scaled down, looks neat... i think) now looks where i want it to and also MOVES to that position. Its speed is increased incrementally and... its dependant on 'how far' your mouse is. So when you have it close, it will walk.. when its far, it will run.. etc
there is NO collision detection yet. Though i have an idea on this one. I use a memory bitmap which simply holds BLACK and WHITE colors. When something is white, it means it can block the player. When i blit my player on this bmp and the ffcol library returns 'true' (so it overwrites a WHITE color), it means collission. THerefor the movement cannot go and voila.
picture: