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Clean sky (Part II): now about the Stars pixels


José Pereira

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post-6517-0-53930700-1323859482_thumb.png

This screen with the stars...

 

Two options:

1.)- I could have 'our ship' as one Multicolour PM and have those Enemys as soft sprites (colours apart).

The stars would be one of the PFs (PF0 or PF1)

How would I get this working with simple OR the clean (00) space if there's the stars?

 

2.)- Like in that Eagle Embex example (GR.7 apart ;) ) where we can have our ship (and one more) using two Players Multicolour and all the stars are made with the Missiles.

PRIOR4 will get all Enemys (using only PFs) above the stars (Missiles) but:

SHIP1: P0&P1

SHIP2: P2&P3

Now how to move the ships with less priority over the higher priority stars?

(seeing the video it seems that Eagle did it)

 

Option1 it's to save cycles if I can have the clean sky but I need to have 10pixels on the two ships

Option2 wouldn't look so good with small ships

 

Now the answers: How :?

Edited by José Pereira
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Draw the stars in software after the sprites, and only if the whole byte or character is zero.. Restore it later.. You really won't notice the stars aren't properly clipped.. Take a look at any of the msx nemesis games to see it in action, plus byte aligned sprites ;)

 

 

(null)

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Now how to move the ships with less priority over the higher priority stars?

(seeing the video it seems that Eagle did it)

Just turn off Player4 :)

 

You don't understand.

Of course there's no possible Player4 because the 4Missiles turning PF3 will always be above all PFs in all the PRIORs.

It isn't that.

 

 

On your Demo you have two Players Multicolour and the correspondant Missiles as the stars.

How have you get P2&P3, for example, if they move and on space you have stars M0 and M1?

(and you also can't go over the same numbers stars because you are in Multicolour PMs Mode and they would corrupt the Players of the ships)

Edited by José Pereira
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How have you get P2&P3, for example, if they move and on space you have stars M0 and M1?

Look at this closer. This is the reason why the stars are flying in the wrong direction. :)

The player has to enjoy play and not look at whether there is something wrong.

Of course, it might look bad if you create the main players in the PM.

There is only one solution then. Stars only the M2 and M3

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How have you get P2&P3, for example, if they move and on space you have stars M0 and M1?

Look at this closer. This is the reason why the stars are flying in the wrong direction. :)

The player has to enjoy play and not look at whether there is something wrong.

Of course, it might look bad if you create the main players in the PM.

There is only one solution then. Stars only the M2 and M3

 

Lets see if I understand:

The stars flying in the wrong direction there will be higher PRIOR stars that go over ships and you are fooling us?

:mad:

Nice, really nice...

 

 

I was just thinking that, for example, your Engine would be good for something like Delta then I consider that the Players Multicolour can be two ships (two players or one player with a gun, like armalyte) or just one ship that can be 16pixels wide.

 

 

 

 

EDIT: I saw right now the pixels of the stars in the ships :-D

Edited by José Pereira
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you are fooling us?

Yes. That's what this is all about. Fool the human eye.

Like magicians do it .. ;)

f.e. Yoomp 15fps but the ball is animated 50fps. But is it does not even notice.

The idea is to get sucked into a game and even then half the screen may flicker. ;)

 

your Engine would be good for something like Delta

This is not the engine! It was an attempt to play samples on DLI.

The rest is a side effect. It just gave me pleasure to write some more.

 

 

 

Especially for you Embex new version. With the correct stars.

Looks less dynamic.

embex.xex

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