Random special effects pics

Ask anything your want about Megadrive/Genesis programming.

Moderator: BigEvilCorporation

Post Reply
Sik
Very interested
Posts: 890
Joined: Thu Apr 10, 2008 3:03 pm
Contact:

Random special effects pics

Post by Sik » Sat May 05, 2018 2:26 pm

Posted this in Sega-16, may as well post it here too

Sprite scaling

Image
Image
Image

Sprite rotation

Image
Image
Image
Sik is pronounced as "seek", not as "sick".

Chilly Willy
Very interested
Posts: 2785
Joined: Fri Aug 17, 2007 9:33 pm

Re: Random special effects pics

Post by Chilly Willy » Sat May 05, 2018 5:21 pm

Very nice old-school effects! I especially like the scaling - just three sizes, but it looks like more.

Stef
Very interested
Posts: 2982
Joined: Thu Nov 30, 2006 9:46 pm
Location: France - Sevres
Contact:

Re: Random special effects pics

Post by Stef » Sat May 05, 2018 9:44 pm

It's just well done, i like when animations are polished / smart like this :)

Sik
Very interested
Posts: 890
Joined: Thu Apr 10, 2008 3:03 pm
Contact:

Re: Random special effects pics

Post by Sik » Sun May 06, 2018 2:19 am

Chilly Willy wrote:
Sat May 05, 2018 5:21 pm
Very nice old-school effects! I especially like the scaling - just three sizes, but it looks like more.
Pay attention again, there are more sprites. The first one was just illustrative to help get the point later down.

Even then, there's a big difference between needing 5 sprites and needing 40 :​P
Sik is pronounced as "seek", not as "sick".

mix256
Very interested
Posts: 189
Joined: Thu Jan 25, 2018 2:08 pm
Location: Sweden
Contact:

Re: Random special effects pics

Post by mix256 » Tue May 15, 2018 7:46 am

That's just awesome!
Stef should incorporate that into SGDK

Code: Select all

SPR_setMiMapSprite(sprite, SPR_SCALE_DEPTH_0, &image0);
SPR_setScale(sprite, FIX32(0.5));
:)

Sik
Very interested
Posts: 890
Joined: Thu Apr 10, 2008 3:03 pm
Contact:

Re: Random special effects pics

Post by Sik » Sat May 19, 2018 3:05 am

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).

Image

Image

Vertical split screen is definitely something SGDK could be made to easily help with.
Sik is pronounced as "seek", not as "sick".

ExtraordinaryBen
Newbie
Posts: 3
Joined: Wed Feb 21, 2018 1:46 am
Location: Washington, USA

Re: Random special effects pics

Post by ExtraordinaryBen » Wed May 23, 2018 8:19 am

Very impressive Sik! This is the kind of old-school magic I hope to start learn over the Summer.

Sik
Very interested
Posts: 890
Joined: Thu Apr 10, 2008 3:03 pm
Contact:

Re: Random special effects pics

Post by Sik » Mon Jul 02, 2018 2:45 pm

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:

Image

Image

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".

Post Reply