+Gemintronic Posted January 16, 2013 Share Posted January 16, 2013 This is a demonstration of a Cheap Space Harrier effect. It uses pfscroll commands to blend the colors horizontally. It actually takes advantage of the lame scrolling jitter when moving pfpixels vertically to further blend the colors. No balls or missiles were harmed in creating this effect as "kernel_options pfcolors pfheights background" leaves them intact. shair.bas shair.bas.bin 1 Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 17, 2013 Author Share Posted January 17, 2013 Bah.. I got feedback from a friend that the flicker is too prominent. I think this technique is dead unless someone else has a clue how to fix the jitter when scrolling vertically. Quote Link to comment Share on other sites More sharing options...
iesposta Posted January 17, 2013 Share Posted January 17, 2013 Trippy... But the top seems to be moving toward you while the bottom is moving away. If you made the top part solid white shrinking into the center with the button, you could call it Paper Shredder Game! Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 17, 2013 Share Posted January 17, 2013 Interesting effect but it didn't look like the ground was moving towards me. To achieve something like that, a much simpler approach would be to have a series of full screen with lines moving towards you. The 2600 homebrew game Juno First is a good example :- Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 17, 2013 Author Share Posted January 17, 2013 Yeah. The bB way to make the lines happen would be to constantly switch between a static set of pfheights and playfields. Either that or a static set of pfheights and constantly blanking and then drawing a row of playfield pixels for the lines. That's why I was hoping the built-in pfscroll up command would work. But, it shakes as it moves up Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 17, 2013 Share Posted January 17, 2013 You just need to code yourself a bB line drawing kernel. A good excuse to get into some 6502 . Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted January 17, 2013 Author Share Posted January 17, 2013 NoooOooooOoo! Interpreted code for lyfe!!!!! shair2.bin shair2.bas 1 Quote Link to comment Share on other sites More sharing options...
GroovyBee Posted January 17, 2013 Share Posted January 17, 2013 Good try but it still needs more work to convince the player they are moving forward. Quote Link to comment Share on other sites More sharing options...
KevinMos3 Posted January 17, 2013 Share Posted January 17, 2013 I like that last one. An occasional sprite moving downward, such as a tree or rock, would be all that's needed to polish off the moving effect IMO. Quote Link to comment Share on other sites More sharing options...
abaudrand Posted February 3, 2013 Share Posted February 3, 2013 awesome !!! Quote Link to comment Share on other sites More sharing options...
+Gemintronic Posted February 4, 2013 Author Share Posted February 4, 2013 awesome !!! Thanks, my friend! The next evolution of this technique is to pre-render the space harrier background as static playfields in the multi-sprite kernel. Instead of move playfield pixels around I'd just switch playfields. With the amount of stuff on-screen the multi-sprite kernel is the only way space harrier could be done. Quote Link to comment Share on other sites More sharing options...
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