So maybe the "smooth" rotations should only kick in after Sonic curves more than 45 degrees or something.
Sonic Classic 2 **Snapshots and new information**
#406
Posted 25 March 2012 - 12:40 PM
I find 360 degree rotations work well with things like loops and half pipes, but perhaps less-so with the types of slopes and bumps you might find in Green Hill Zone, for example.
So maybe the "smooth" rotations should only kick in after Sonic curves more than 45 degrees or something.
So maybe the "smooth" rotations should only kick in after Sonic curves more than 45 degrees or something.
#407
Posted 25 March 2012 - 12:47 PM
Nah, I'm of the opinion that 360 degree rotations only look anything resembling "ok" when they're used with the Advanced sprites.
#408
Posted 25 March 2012 - 01:18 PM
Wellllll, expanding a little on the idea that loops seem fine while small bumps in otherwise flat terrain doesn't, I think it also has to do with the speed at which Sonic is moving. It looks 'ugly' mainly because it's a pixellated sprite rotated at non-perpendicular angles. When Sonic is moving fast enough that you see more or less 1-2 frames per angle, this doesn't matter so much, but when Sonic is moving at something resembling a fast trot, the aliasing becomes pretty obvious.
You're generally travelling really fast when going through loops. What about speed-based? Anything up to a trot = 8 directions, anything faster = 360' rotation?
And yes, I realize the irony of my suggestion in the light that the faster Sonic travels, the fewer angles are needed on a particular curve, but this should cut out most of the ugliness at really low speeds.
You're generally travelling really fast when going through loops. What about speed-based? Anything up to a trot = 8 directions, anything faster = 360' rotation?
And yes, I realize the irony of my suggestion in the light that the faster Sonic travels, the fewer angles are needed on a particular curve, but this should cut out most of the ugliness at really low speeds.
#409
Posted 25 March 2012 - 01:22 PM
He could do that sure. Seems like it's a significant amount of work though, when it'd be alot simpler to just snap the rotation to 8 angles. Or even 16 if he's so inclined. I think this is something that should be a customizable option.
#410
Posted 25 March 2012 - 01:48 PM
Black Squirrel, on 25 March 2012 - 12:40 PM, said:
I find 360 degree rotations work well with things like loops and half pipes, but perhaps less-so with the types of slopes and bumps you might find in Green Hill Zone, for example.
So maybe the "smooth" rotations should only kick in after Sonic curves more than 45 degrees or something.
So maybe the "smooth" rotations should only kick in after Sonic curves more than 45 degrees or something.
I did this in my fangame. But only for walking. Running switched to full rotation.
#411
Posted 25 March 2012 - 06:52 PM
Well, I could do some options here. I could either do running animations are full rotation, and walking/everything else is 8 angles, or I could do the speed cap thing? which now that I think about it, the walking is 8 angles and the running is full rotation idea seems better. Ill post a video tonight checking that out.
#412
Posted 25 March 2012 - 07:08 PM
I prefer 8 angels over full rotation.
Any small sprites using limited colors just look really ugly and jagged when rotated.
Any small sprites using limited colors just look really ugly and jagged when rotated.
#413
Posted 25 March 2012 - 08:41 PM
Am I the only one that likes smooth over snapping? I think some of the proposed setups for this should be settable options rather than one-setting-forced-for-all, but then again I'm not quite sure how much work that would be to do.
#414
Posted 26 March 2012 - 12:39 PM
Well, I would like an option for 8-Direction everything. Classic rotation mode.
#415
Posted 26 March 2012 - 01:46 PM
Hez, on 25 March 2012 - 06:52 PM, said:
Well, I could do some options here. I could either do running animations are full rotation, and walking/everything else is 8 angles, or I could do the speed cap thing? which now that I think about it, the walking is 8 angles and the running is full rotation idea seems better. Ill post a video tonight checking that out.
I think the speed cap and walking vs running are essentially the same thing. In fact in light of walking vs running animations, I'd say my original suggestion of speed-based is a terrible, inferior band-aid.
#416
Posted 26 March 2012 - 07:13 PM
Well, it's official. There is now an option in the options menu that you can use to change the angles from 360, to 8, 16, or a hybrid of 360 and 8. Happy children?
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
#418
Posted 26 March 2012 - 07:19 PM
Hez, on 26 March 2012 - 07:13 PM, said:
Well, it's official. There is now an option in the options menu that you can use to change the angles from 360, to 8, 16, or a hybrid of 360 and 8. Happy children?
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
I personally would have used a hybrid of 360 and 16, myself.
Okay, I lied, IDGAF to be honest, it's not like some aliasing totally ruins platformers for me. :V
#419
Posted 27 March 2012 - 03:04 PM
Hez, on 26 March 2012 - 07:13 PM, said:
Well, it's official. There is now an option in the options menu that you can use to change the angles from 360, to 8, 16, or a hybrid of 360 and 8. Happy children?
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
Also going to add SCD camera, Classic 2 Camera, and Standard no scrolling one.
Brilliant! Love choice!
#420
Posted 27 March 2012 - 05:54 PM
I'm guessing people are probably not going to be happy with a 200 mb download. Music alone is 150 megs...
