Subject: Re: [stella] let's go back to work! From: Piero Cavina <p.cavina@xxxxxxxxxxxxx> Date: Wed, 5 Mar 1997 19:55:58 +0100 |
At 15:47 -0600 4-03-1997, Bob Colbert wrote: >> Conclusion: the next step from simple Combat/Adventure/Pong :-) games could >> be to write games falling in this wide category: >> >> first sprite=player, second sprite (recycled)=many enemies. >> Now we need a clear, well commented code for drawing this kind of screens. >> Any idea? > >Yes, I have been working on this exact routine for the last few days. I >still need to tweak it a bit, but to give you an idea of its power: > >I have 7 copies of player 0 on screen at once, they can be moved anywhere >on the screen. When 2 or more copies of player 0 interfere with >eachother, they rotate frames. While this may sound bad, it looks very >good, because the time that the sprites actually overlap is very short. This is probably the best that can be done! Look: - early games: "full flicker" (Adventure), or "so simple that there's no flicker at all" (Combat,only 2 sprites at once!) - middle age: "well-planned no-flicker" (most Activision/Imagic releases), sprites were reused for more objects but with various limits to their positions - advanced games: "intelligent semi-flicker" :) (Dig Dug, Ms. PacMan) flicker happens only in particular situations and sprites have the maximum degree of freedom. How the hell can you reposition a sprite _while_ drawing something else (another sprite and/or background)... I can't wait to see your code :) >When no players overlap, there is no flicker whatsoever. Using this code, >I should be able to easily add player1, which would never flicker, and >could be moved anywhere on the screen. Oh yeah, and all of the player0 >copies are single resolution graphics, each with a different color. I'm on the floor praying to God Colbert! :-)) >All while a background is drawn on the screen. While the code can handle >7 copies, 4 copies seems to look extremely good, i.e. you barely even >notice any flicker. There are no words... >This brings up an interesting point. While, I enjoy sharing ideas, I have >put a lot of blood, sweat, and tears into this code. I will gladly share >it with the mailing list, but all I ask is that if someone uses it in a >game to please make mention of it! It looks like I will be using this >code for a game soon. I will post it to the mailing list in the next >couple of days. Hey, I might even _pay_ for being able to use this code! :-) Ciao, P. -- To unsubscribe, send the word UNSUBSCRIBE in the body of a message to stella-request@xxxxxxxxxxx
Current Thread |
---|
|
<- Previous | Index | Next -> |
---|---|---|
Re: [stella] let's go back to work!, Bob Colbert | Thread | Re: [stella] let's go back to work!, crackers |
Re: [stella] Playfield graphics res, Nick S Bensema | Date | Re: [stella] Playfield graphics res, Piero Cavina |
Month |