Random special effects pics
Moderator: BigEvilCorporation
Random special effects pics
Posted this in Sega-16, may as well post it here too
Sprite scaling
Sprite rotation
Sprite scaling
Sprite rotation
Sik is pronounced as "seek", not as "sick".
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Re: Random special effects pics
Very nice old-school effects! I especially like the scaling - just three sizes, but it looks like more.
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Re: Random special effects pics
It's just well done, i like when animations are polished / smart like this
Re: Random special effects pics
Pay attention again, there are more sprites. The first one was just illustrative to help get the point later down.Chilly Willy wrote: ↑Sat May 05, 2018 5:21 pmVery nice old-school effects! I especially like the scaling - just three sizes, but it looks like more.
Even then, there's a big difference between needing 5 sprites and needing 40 :P
Sik is pronounced as "seek", not as "sick".
Re: Random special effects pics
That's just awesome!
Stef should incorporate that into SGDK
Stef should incorporate that into SGDK
Code: Select all
SPR_setMiMapSprite(sprite, SPR_SCALE_DEPTH_0, &image0);
SPR_setScale(sprite, FIX32(0.5));
Tänzer kickstarter: https://www.kickstarter.com/projects/83 ... lusive-gam
https://twitter.com/mix256
https://twitter.com/mix256
Re: Random special effects pics
You know, I'm kind against the idea of automatic mipmap generation (e.g. through rescomp?) as you probably want to have some control over how the chunks get split (so you can decide how much trade off you want to have regarding overlap). Remember sprite limits become an issue if you start having a lot of stuff on screen.
On the other hand, I can definitely see some use for incorporating helper code for the effects in SGDK.
In other news: due to the way tiles are arranged within a sprite, manipulating the sprite width is effectively chopping the sprite (you may need to also adjust the tile ID depending which side you're chopping). This could be convenient for vertical split screen or other similar effects, since it lets you reuse the sprite graphic as-is with little effort. This doesn't work with the height (since changing it will rearrange the tiles).
Vertical split screen is definitely something SGDK could be made to easily help with.
On the other hand, I can definitely see some use for incorporating helper code for the effects in SGDK.
In other news: due to the way tiles are arranged within a sprite, manipulating the sprite width is effectively chopping the sprite (you may need to also adjust the tile ID depending which side you're chopping). This could be convenient for vertical split screen or other similar effects, since it lets you reuse the sprite graphic as-is with little effort. This doesn't work with the height (since changing it will rearrange the tiles).
Vertical split screen is definitely something SGDK could be made to easily help with.
Sik is pronounced as "seek", not as "sick".
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Re: Random special effects pics
Very impressive Sik! This is the kind of old-school magic I hope to start learn over the Summer.
Re: Random special effects pics
The spheres in the last level of Earthworm Jim 2 (20:03 in the video)
https://youtu.be/DVAl6bsJiJY?t=1203
Let's dissect it:
Plane B has a few circles that peek through the gaps in plane A. It just scrolls around to animate it, the interesting part of the effect comes from the resulting moire pattern between the gaps and the circles. Nice one there.
https://youtu.be/DVAl6bsJiJY?t=1203
Let's dissect it:
Plane B has a few circles that peek through the gaps in plane A. It just scrolls around to animate it, the interesting part of the effect comes from the resulting moire pattern between the gaps and the circles. Nice one there.
Sik is pronounced as "seek", not as "sick".