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alright, after a few day of figuring out how to display correctly the hud and the room, i successed it, unfortunately, i encountered a weird bug that is driving me nuts... so, here the problem i have:

function Draw(HUD)
    if(drawHUD == true) then
        BackgroundColor(0)
        Clear()
        DrawTilemap(0, 0, 40, 8)
        drawHUD = false
    else
        BackgroundColor(31)
        Clear()
        DrawTilemap(16, hudHeight, 288, 112)
    end
end
function Draw(ROOM)
    BackgroundColor(31)
    Clear()
    DrawTilemap(16, hudHeight, 288, 112)
end
function Draw(OBJECTS)
    -- body
end
function Draw(SPRITES)
    BackgroundColor(31)
    Clear(16, hudHeight, 288, 112)
    DrawTilemap()
-- character position starter.
    local newX = 48
    local newY = 121
--that line of code will tell where to get the sprite data. so, the game will be able to animate them.
    local frameData = speakingNormal2Frames[idleFrame]
-- that little "if(frameData ~= nil) then" is REALLY important to add. so, it will not display "out of the range"
-- everytime i start the game.
-- each variable will be called from the array code at the start of file.
    if(frameData ~= nil) then
        DrawSprites(frameData.spriteData.spriteIDs, newX, newY, frameData.spriteData.width)
    end
-- We are going to detect if the mouse is on the screen. When the cursor is within the bounds
-- of the DisplayChip, we will show its x and y position.
    if (mousePos.x < 0 or mousePos.y < 0) then
    else
-- We also need to draw it to the display. We'll be using the DrawSprites() method to take the four cursor sprites and render them in a 2 x 2 grid.
        DrawSprites(greenCursorSprites, mousePos.x, mousePos.y, cursorWidth)
        OverscanBorder(1,1)
    end
end

any idea why it isn't  working like i wanted? also, the background bug is anoying as well. ah yes, here the pic of how annoying it is:

that is before i change Draw() to Draw(HUD), Draw(ROOM), Draw(OBJECTS), Draw(SPRITES) which the background color become all orange. 


any suggestions are welcomed!

I'm working on a better way to do screen split like this. I won't have a fix for a build or two. I really need to rethink how clear and background rendering work because the current implementation isn't going to be good for a game like yours when you need a mouse in a part of the screen where scrolling isn't happening.

so apparently it was a bug from your game engine? interesting... guess i will have to push further my planned release of the first prototype to september or october instead of august XD;

well, take your time to polish your game engine :)

I know, it's hard to build a game engine on a moving target. The goal is to be in beta by end of the summer so I can start focusing on cleaning up all the issues by the end of the year. I'll see what I can do to fix the background in the next release. The plan is to tackle smaller scope and get releases out every two to three weeks.