Author Topic: Elimination Screenshots  (Read 24345 times)

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Offline Hot_Dog

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Re: Elimination Screenshots
« Reply #15 on: October 02, 2011, 12:02:15 am »
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 :)

1.  Oh, you're right about that.  
2.  True...I'll have to think about that one.  Part of the problem is sprites need to be 64 x 64...rather than using loads of memory that I can't afford, I wanted to used doubled 32x32 sprites, which end up being blocky anyways.  A 64 x 64 sprite, with its mask, costs 1 KB of memory, and a series of levels can have 7 objects and 4 enemies.  I'm open to suggestions :D
4.  That would be awesome.  It would need to be a masked one, and of course I'd need to look through the engine to figure out how to smoothly incorporate the routine

EDIT: What if I make enemies gray?  Would that help in telling one from the other?
« Last Edit: October 02, 2011, 12:14:03 am by Hot_Dog »

Offline Eeems

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Re: Elimination Screenshots
« Reply #16 on: October 02, 2011, 12:18:54 am »
Is data compressed at all?
/e

Offline calc84maniac

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Re: Elimination Screenshots
« Reply #17 on: October 02, 2011, 12:24:42 am »
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?
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Offline Hot_Dog

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Re: Elimination Screenshots
« Reply #18 on: October 02, 2011, 12:35:07 am »
Is data compressed at all?

It is, but it decompresses to RAM, and it stays decompressed as the game runs.  It costs a lot to decompress data every frame :)

Quote
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?

Gemini used 32x32 because the game wasn't fullscreen.  To make the game full screen I made everything bigger

So calc84, what do you think of gray pixels for enemies instead of black pixels?  Would that help?
« Last Edit: October 02, 2011, 12:35:46 am by Hot_Dog »

Offline calc84maniac

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Re: Elimination Screenshots
« Reply #19 on: October 02, 2011, 12:39:15 am »
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.
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Offline Hot_Dog

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Re: Elimination Screenshots
« Reply #20 on: October 02, 2011, 12:42:55 am »
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.

Gotcha.  So I think I will make the enemies more detailed, although like I said, unless I switch to 64x64, there will be some blockage.  Meanwhile, I'll have enemies gray-and-white instead of black-and-white so that if you see gray you realize "Ah!!  An enemy!!"

No pressure on the sprite routine 8) 

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Re: Elimination Screenshots
« Reply #21 on: October 05, 2011, 03:15:37 pm »
I personally like the look of the game so far. Hopefully you can find a solution to make the enemies look more detailled, assuming it won't have too much of an impact on performance. 32x32 sprite size maximum seems ok to me. 64 might be too much because when they're far away we won,t even distinguish what they are anyway.

I think textures should be gray, except wall outlines or the texture sides and enemies should be black.

Offline boot2490

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Re: Elimination Screenshots
« Reply #22 on: October 05, 2011, 07:01:20 pm »
I think scenery should be gray and enemies should be black. That way they stand out. And also, when there are gray enemies there is a surprise factor.
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Offline Hot_Dog

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Re: Elimination Screenshots
« Reply #23 on: October 24, 2011, 07:14:35 pm »
Some of level 4!  New features:

* Herm Injection!
* Better map revealing: more is revealed from exploring, and doors have a symbol different from walls
* Health Bars!  (I did my best to make some health bars higher on the screen than others to help with distinguishing them, but it's not perfect)  By the way, these health bars have been extremely helpful in distinguishing enemies from other objects.
* Armor now reduces, rather than eliminates, damage taken, except for really weak enemies.  Armor will take 1/2 of the damage rounded up, and health will take the other half rounded down.

Offline parserp

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Re: Elimination Screenshots
« Reply #24 on: October 24, 2011, 07:16:46 pm »
I like that... O.O

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Re: Elimination Screenshots
« Reply #25 on: October 24, 2011, 11:03:35 pm »
That is awesome. Love the way you did those health bars! And those enemies actually have faces O.O




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Re: Elimination Screenshots
« Reply #26 on: October 25, 2011, 06:26:28 pm »
pretty freaking awesome, my friend. Keep up the good work!
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Re: Elimination Screenshots
« Reply #27 on: November 07, 2011, 05:47:08 pm »
Nice Hot Dog. I like that texture a lot at the beginning. :D

Offline Darl181

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Re: Elimination Screenshots
« Reply #28 on: November 08, 2011, 02:56:52 pm »
What exactly is a "herm injection", btw?  I googled it and it returns this board as a result so ???
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Offline Hot_Dog

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Re: Elimination Screenshots
« Reply #29 on: November 08, 2011, 03:10:19 pm »
What exactly is a "herm injection", btw?  I googled it and it returns this board as a result so ???

I made it up.  It's Health Armor Injection.