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General Project Screenshot/Video Thread

#4561 User is offline lordxernom 

Posted 21 February 2017 - 03:22 PM

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View PostBlack Squirrel, on 21 February 2017 - 03:22 PM, said:

What's your reaction when I say "Yoshi vs. Windows"?


When you said "Yoshi vs Windows" my reaction is admiring your idea. :)

Also...


This post has been edited by lordxernom: 21 February 2017 - 03:40 PM

#4562 User is offline Ralakimus 

Posted 26 February 2017 - 12:23 AM

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View Postlordxernom, on 21 February 2017 - 03:22 PM, said:

When you said "Yoshi vs Windows" my reaction is admiring your idea. :)/>


It's already a thing.

#4563 User is offline lordxernom 

Posted 27 February 2017 - 08:31 AM

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I know it exist, but we don't have this kind of stuff in Sonic. So make this idea a reality sounds neat for me.

#4564 User is offline Ralakimus 

Posted 03 March 2017 - 02:58 PM

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No, I don't think the bug is anything new, but I just wanted to show off this.
This post has been edited by Ralakimus: 03 March 2017 - 03:03 PM

#4565 User is offline Neo 

Posted 03 March 2017 - 03:55 PM

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That's not a bug, that's a feature.

World of Illusion and probably a bunch more games use that trick for the same exact effect.

#4566 User is offline Natsumi 

Posted 03 March 2017 - 04:29 PM

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Could you please cite your source? Based on my knowledge it is a bug with the sprite and plane priorities in the VDP itself, and it does not seem to be mentioned in documentation either...

#4567 User is offline Neo 

Posted 03 March 2017 - 08:23 PM

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My source is I was just reminded of this guy.

I mean, I guess you could consider it a bug because it's not part of the design spec, but really, it's a quirk stemming from some pretty sensible layering rules. The black square sprites are drawn in front of Sonic in terms of sprite order, but they don't have the priority flag set, so they get covered by the yellow high layer. Meanwhile, Sonic does have priority set, so he's drawn in front of the yellow high layer, but the sprite layer already decided that for those pixels, the colors should be coming from the black squares, because that's how they're ordered.
This post has been edited by Neo: 03 March 2017 - 08:27 PM

#4568 User is offline Ralakimus 

Posted 03 March 2017 - 08:32 PM

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Actually, what I did was I put a black wall in the foreground layer, and set the tiles' priority bits. I put a wall of yellow blocks in the sprite layer with the tiles for that having their priority bits set as well. The objects affected by the effect do not have their priority bits set.

Sprites WITHOUT their priority bits set rendered AFTER sprites WITH their priority bits set will still display normally in front of the sprites w/ priority. The foreground layer tiles w/ priority override the sprites w/o priority, but not the sprites w/ priority, allowing for that effect to happen.
This post has been edited by Ralakimus: 03 March 2017 - 08:37 PM

#4569 User is offline Neo 

Posted 04 March 2017 - 06:22 AM

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View PostRalakimus, on 03 March 2017 - 08:32 PM, said:

Actually, what I did was I put a black wall in the foreground layer, and set the tiles' priority bits. I put a wall of yellow blocks in the sprite layer with the tiles for that having their priority bits set as well. The objects affected by the effect do not have their priority bits set.

Sprites WITHOUT their priority bits set rendered AFTER sprites WITH their priority bits set will still display normally in front of the sprites w/ priority. The foreground layer tiles w/ priority override the sprites w/o priority, but not the sprites w/ priority, allowing for that effect to happen.

You just described the same exact layering quirk, except in reverse order. The sprite processor isn't racist, it will produce the exact same result.

Still need to have a buttload of sprites on screen, which will ruin things when you do something like lose all your rings within that section of the level. But a fun trick nonetheless.

#4570 User is offline tokumaru 

Posted 12 March 2017 - 12:02 PM

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IMO, this is only a bug if the software unintentionally triggers the effect (as is the case with the burning platforms in Marble Zone), but when properly exploited it can create interesting effects.

BTW, the NES has something very similar going on with its priority system: sprites with a lower index have higher priority and are drawn in front of higher-indexed sprites, and each sprite has a priority bit to put it behind the background. If you set a high priority sprite to be drawn behind the background, it will be hidden by opaque (not color 0) background pixels, but will mask any low priority sprites that happen to overlap it. This happens because sprite priority is resolved first, so the lower-indexed sprite wins regardless of its priority relative to the background, but when that is finally taken into account the background ultimately wins, being displayed instead of the sprite that was supposed to be in front of it.

This effect was not extensively used. SMB3​uses it to mask items coming out of blocks, Nightshade uses it to allow characters to walk behind "foreground" objects. These uses are not particularly interesting, because they're basically simulating background tile priority, which the SMS and the MD/GEN have, but the NES doesn't. This trick could be used with more complex shapes for more interesting effects.

#4571 User is offline TheStoneBanana 

Posted 18 March 2017 - 02:25 PM

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Come on and take a dip in. The water's fine!


In a dev group I'm in, a question of whether or not the water pools in  Mania would work was posed. This is my attempt at replicating such  pools. There are a few restrictions to the effect, but it largely works  as it does in Mania. You could, for example, have two different height  water pools on screen at once, working, but I did not showcase this  within the video.
This post has been edited by TheStoneBanana: 18 March 2017 - 02:26 PM

#4572 User is offline rata 

Posted 19 March 2017 - 01:03 PM

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Is'nt that the same thing that happens on Ice Cap, where Sonic becomes a white silhouette?

Posted Image


#4573 User is offline Eduardo Knuckles 

Posted 21 March 2017 - 08:30 PM

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THE VIDEO SHOWS:
- New animations for Tails (Springs and balancing).
- Unique level design.
- Level layout is no longer completely linear.
- Some rings and objects can only be reached with certain characters.
- Some actions of badniks were completely customized.
The buzz enemies now have two variations. One that releases projectile and other that doesn't release anything, just flying over the place causing damage if touched.
- Reduced the speed that makes Tails go up when the buttons are pressed during the hability of fly and swim, so the player is unable to abuse of this to surpass the level.
- Time limit don't exist anymore, so the player be able explore the level as he want without to worry about the time he have to perform a perfect bonus.
- Animated tiles weren't implemented yet.
- The extra life text is provisory. A text was inserted bacause I still didn't work on the life icons for the characters.

#4574 User is offline LoneDevil 

Posted 01 April 2017 - 03:11 AM

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Something I've been working on for the past few full months. I won't give out the title's name until the time is right, along with a beta release, (or a completely playable build if I can finish it) so here's a short preview.


#4575 User is offline Dark Sonic 

Posted 01 April 2017 - 08:21 AM

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Wow, that looks pretty legit. Looking forward to seeing more of it (assuming this isn't just some kind of LOL APRIL FOOLS kinda thing... I hate April 1st).

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