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I was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.Screenie and source (Credit for the original engine goes to Ikkerens of course ) attached:
Quote from: FinaleTI on June 27, 2010, 12:31:35 pmI was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.Screenie and source (Credit for the original engine goes to Ikkerens of course ) attached:Well done, kinda like that effect.Could always be nice when creating cinematics or sumthing.
Quote from: Ikkerens on June 28, 2010, 05:07:07 pmQuote from: FinaleTI on June 27, 2010, 12:31:35 pmI was playing with this program yesterday and I modified it so that it masks a sprite over the map, then masks a forground over the entire screen.Screenie and source (Credit for the original engine goes to Ikkerens of course ) attached:Well done, kinda like that effect.Could always be nice when creating cinematics or sumthing.One idea I had using his trick would be to have a second tilemap displayed on top of the first that is smaller, but scrolls 2x faster. Example: when you are in a forest, leafs could scroll faster. That tilemap could just loop. Another use could be in a side scrolling game where you are in a cavern and you see stalagmites/stalacites in front of the game map, scrolling 2x faster when you move around. You could even add a background that scrolls much slower. Keep in mind this would become rather slow, though, especially if you had to use sprite masking.
I guess you should prbly try it, then, since you seems to find the idea pretty easy (I have a clue how, but I am not too sure how I would manage over 16 fps on a regular 83+ with it. I mean, it's between 351 and 585 tiles per frame you need to draw, after all)
X^16->Q/2->QY^16->R/2->RFor(Z,0,12)For(O,0,8)Pt-On(Z*8-Q,O*8-R,Pic1)EndEnd
X^16->Q/2->QY^16->R/2->RFor(Z,0,12)For(O,0,1)Pt-On(Z*8-Q,O*8-R,Pic1)EndEndFor(Z,1,7)Copy(L6,Z*96+L6,96)End