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1. Fair enough, though I thought they didn't look as blocky in Gemini.2. So this explains the extra blockiness? I kind of think it makes them harder to notice because you can't tell what they are. I think higher detail is good even if some pixels are left out when the sprite is farther away.3. I'm not talking about the raycasting, that pretty much looks fine.4. As far as performance goes, I might be interested in writing an optimized scaled sprite routine for you
Is data compressed at all?
64x64 sprites? O_o That does seems overkill, since most of the time you won't be seeing 3/4 of those pixels. Is that what Gemini used?
I think making it so enemies don't look like scaled-up 8x8 sprites will be a good start. But if I do make a scaled sprite routine, I would probably make it support black, white, gray, and transparent selected by the two bits for each pixel.
What exactly is a "herm injection", btw? I googled it and it returns this board as a result so