louisg, on Fri Feb 17, 2012 7:41 PM, said:
To do the up/down hills, are you saying that it basically curves the Y axis instead of curving the X (like a left/right turn, but affecting the other axis)?
And, do you recall if the dark/light grey pattern used on the ground is also a sprite in STUN Runner? To me, it seems like Roadblasters is somewhat different from STUN Runner in that STUN Runner's track is broken up into somewhat large sprite chunks (ala RadMobile) but Roadblasters works on a per-scanline basis (like Pole Position). Maybe I'm not fully understanding this though. I do get that the sprites in STUN Runner are tied to the road's position, but solving the hill problem always turns out to be a sort of chicken/egg deal!
Yes... well, it curves both X and Y axis independently.
In RoadBlasters, each line stayed at the same vertical position on the screen and moved left to right by an amount proportional to the curvature of the track, and inversely proportional to depth for perspective. The vertical timing or spacing of palette changes on the lines also had to take perspective into account.
In S.T.U.N. Runner, the rings are sprites that don't actually have any depth, they have to be drawn back to front (painters algorithm) along with the sprites for the gameplay elements in order for "nearer" objects to draw in front of (on top of) "farther" objects. Unlike RoadBlasters whos track pieces were lines that just slid left and right, the ring and track segments slid left and right and up and down. The amount that a piece slid was based on the independend horizontal and vertical curvature of the track (which are orthoganal) and perspective. Perspective is a 1/depth calculation and had to be applied to the horizontal and vertical displacement of sprites as well as their scale.
I don't recall if the rings actually moved all the way towards the player or sort of vibrated in place at a particular depth. If they moved towards the player they would always need to be resorted, but if a sprite represented the track at some fixed distance or interval, it would start at the far edge of its range, smaller, scale up, and when it reached the largest size for that interval or the nearest position, it would "become" the next farthest track piece at the far end of its range again, so you would have the seamless illusion that the segment moved continuously from the horizon to the point where you pass through it, but in its lifetime it would have passed through each sprite responsible for each particular depth.
In S.T.U.N. Runner the ring/track segments use different palettes to achieve shading and coloring, there is no color cycling or color per scan line palette manipulation like in RoadBlasters other than the palette change that happens for the dash board.
louisg, on Fri Feb 17, 2012 7:41 PM, said:
I do notice that STUN Runner doesn't seem to have hills at the same time as it's curving left/right, so that should simplify the problem somewhat.
The S.T.U.N. Runner track can and does turn in all directions.
louisg, on Fri Feb 17, 2012 7:41 PM, said:
That's an interesting solution to the forking road. I did notice something a little funky about them, but couldn't put my finger on it!
I'm glad STUN Runner was done using sprites-- speed is of course extremely important in a racing game, and it turned out great! In fact, it's the game that sold me on a Lynx in the early 90s.
I don't think the game could have been as smooth any other way.
Thanks!