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WIP: Floor thingy


sh3-rg

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If nobody else is going to post anything, I'm going to have to again - please someone put me and the masses of rB+ followers out of their misery!

So here we have some more sub-8-bit 60fps scaled, animated, RMW light-mapped fake arse 3D Reboot crap for all you Pure Jag Powa 64-bit believers to masturbate mumble over. Don't expect Sporadic's road level business, it's not nearly that cool :0)

 

post-25413-0-82777900-1443273199_thumb.png

Made during the previous week's Vacation, Leisure And Recreation Software Engineering Through Warranted Allocation Timetabling unit (aka weekend - what all the best programmers measure their output in - I try to emulate the very best!).

 

floor.abs

Press up to scroll it forwards, down to scroll it backwards, left to... you get the idea.

C and A alter the perspective by scaling the layered textures.

Not sure what to do with it, it was just a little thing that occurred to me when walking my son to school one day - that it could be done very cheaply and with not a lot of effort. When it's set to scale and not a fixed perspective (i.e. in this version), with the RMW depth map over two scaled layers, it's pretty bandwidth-hungry and gives the OP a few concerns during the green - there's probably more effort involved in making sure the OP doesn't shit the bed than creating the effect itself :0) The good thing is, however I set it up, it eats an absolutely insignificant amount of processing powa so could be useful for a game of some description. Nothing suggested itself to me so this one goes to sit alongside my other growing suite of junk! Suggestions welcome as long as they go beyond "Space Harrier!".

 

EDIT: Forgot to mention, the RMW depth mask is animated every frame to give an effective 32 shades from 16 colours. This might appear flickery as all fook on some displays, but it's barely noticeable on my setup and looks and runs fine in VJ, but just be aware YMMV.

 

Anyway, once again emulating the best of the best, I've started a new game idea, not at all related to this little thing. I think it has real potential for a fun spinner-only game. Not a single line of code written as it's highly dependent on getting the graphics correct for the first point, and deciding the best way to structure the data that will drive the effect it relies on to play. See you next V.L.A.R.S.E.T.W.A.T!

 

[FFS, another blog, booooooh!]

Edited by sh3-rg
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Sounds tasty! Will defo check it out when poss.

 

Sorry, Space Harrier was first thing that came to mind. A space harrier clone would still be awesome though.

 

Can you also produce the effect for a ceiling? With floor and ceiling you would have a good tunnel effect. Then with some scaling sprites coming at you, dodge some shit. Then its like uFly but from behind :D

 

My holiday hasn't involved any rb+ time which is disappointing. I imagine my activity will grow next week when back to the grind stone and need nice distractions.

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Do not do Space Harrier! :lol: Nice effect.

 

I'll do as you suggest, cheers!

 

Sounds tasty! Will defo check it out when poss.

 

Sorry, Space Harrier was first thing that came to mind. A space harrier clone would still be awesome though.

 

Can you also produce the effect for a ceiling? With floor and ceiling you would have a good tunnel effect. Then with some scaling sprites coming at you, dodge some shit. Then its like uFly but from behind :D

 

My holiday hasn't involved any rb+ time which is disappointing. I imagine my activity will grow next week when back to the grind stone and need nice distractions.

 

Damnit that RVGS thread has be permanently out of LIKEs.

 

I'd have to burn about 118k of memory to do a roof, but I could scale them inversely for fun and see how that looks, yeah, good idea! Hmm, forget that horizon and sky then, it'd stand up on its own, kind of like your first game's dodging section if I do as you suggest and have some objects to dodge/blast.

 

Oh crap, looks like this might not be dead after all :lolblue:

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I wasn't so sure tbh, but thanks to your idea maybe it will :)

Additional idea;

 

Can you make the floor and ceiling move up and down independently (not the perspective)? If so, you can move them closer and further apart for the player to also dodge and not hit (if flying). Or go for the Twister idea and run along them in which case you probably wouldn't need to move em after all.

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Floor thingy has a roof thingy, but I zapped the hills and sky.

 

post-25413-0-04088700-1443357781_thumb.png

 

floor2.rom

floor2.abs

 

Had to reduce the game ares to 265 wide as the OP was unable to pull the masks quickly enough, it was having a knock-on effect each successive scanline beyond maybe the 5th or 6th of the the object sets.

 

Having a play around, it doesn't feel all that great. I tried lots of scale factors and things. I kind of think it looks best without any forwards movement and scaling as a horizontal scrolling thingy. I can sort of picture a Defender-ish left right thing with maybe some of its slick switching around but maybe only over half the screen. And put a backdrop back in that maybe matches the furthest distance. I also pushed the two sets of objects closer with a kind of letterbox look to things, felt like looking through a scope or something, and that wasn't bad really for something moving into the screen.

 

Weirdly, on my VJ, the cursors seem to interfere with my keypad settings. I left in keypad 4 and 6 playing around with scaling while doing a test, but VJ's cursors for movement also seemed to be triggering these - very odd! It's fine on hardware.

 

TBH the new game idea is far more interesting right now, so I'll start work on that tomorrow probably and put this away.

Edited by sh3-rg
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