TIX Posted November 6, 2018 Share Posted November 6, 2018 I like it! way better using overlap like in first at top you could put that in lowish center of second explosion and see if does something. ..can you explain ? Quote Link to comment Share on other sites More sharing options...
+MrFish Posted November 6, 2018 Author Share Posted November 6, 2018 OK, so here's the 13 frame explosion animation. 2 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted November 6, 2018 Author Share Posted November 6, 2018 (edited) And here it is faster. Edited November 6, 2018 by MrFish 4 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted November 6, 2018 Author Share Posted November 6, 2018 Here's a version with the Fuji Speedway screen using hi-res text. Pole Position (Atari, Title, Fuji-HR Text).xex 4 1 Quote Link to comment Share on other sites More sharing options...
+Stephen Posted November 7, 2018 Share Posted November 7, 2018 Much better in hi-res! Background looks garish in PAL though. Quote Link to comment Share on other sites More sharing options...
peteym5 Posted November 7, 2018 Share Posted November 7, 2018 (edited) Could the explosion animation be shifted left and right one pixel at 60 frames per second, adding a flickering fuzzy effect? Edited November 7, 2018 by peteym5 Quote Link to comment Share on other sites More sharing options...
+MrFish Posted November 7, 2018 Author Share Posted November 7, 2018 (edited) Much better in hi-res! I like the hi-res too, but there's a limitation with placement of the text vertically, since Graph2Font uses only character modelines and P/M's need to be used for any modelines converted to hi-res. So basically that's why you see more vertical space between the text in this hi-res version, which is not how I'd prefer to have it. It's a compromise... Background looks garish in PAL though. Yep, I haven't posted anything specific for PAL systems yet. I'll work on that last... Meanwhile, here's how the proportional hi-res text version looks: Edited November 7, 2018 by MrFish 3 Quote Link to comment Share on other sites More sharing options...
Rybags Posted November 7, 2018 Share Posted November 7, 2018 You could fit "miles" in there now... "mi." as an abbreviation is annoying IMO. Quote Link to comment Share on other sites More sharing options...
TIX Posted November 7, 2018 Share Posted November 7, 2018 I did some more checking, and there's more scaling going on than the above GIF shows. I counted at least 8 different scaling frames, for a total of 13 frames. There may be more. But, the main point is that all 8 sprites on the Atari could be used, rather than just 5. Unfortunately from the third frame onward I use the full width/high of the sprite, so no room for expanding.. only minor tweaks possible. I can start smaller and maybe add two frames more at the start of the cycle but I see two problems with that: the explosion will start smaller than the car (if I had black available I would make the car visible but..) it will spoil the start of the animation sequence (1-2-1-2-1-2-1-2) which now is spot on (I think) So I will squeeze the existing frames in game and we take it from there Quote Link to comment Share on other sites More sharing options...
TIX Posted November 7, 2018 Share Posted November 7, 2018 mmmm maybe.. I just thought of something Quote Link to comment Share on other sites More sharing options...
TIX Posted November 7, 2018 Share Posted November 7, 2018 (edited) ok two more frames with the car visible.. is that better ? hmm the explosion needs to be smaller yet.. Edited November 7, 2018 by TIX 6 Quote Link to comment Share on other sites More sharing options...
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