All Programming Discussion Graphics, Audio, Engine Design, etc.
#46
Posted 26 April 2008 - 03:25 PM
The thing is, when you have a HD 4x version, downscaling to 2x (maybe 3x, I'm not sure) should be piss easy.
#48
Posted 27 April 2008 - 04:08 PM
From the looks of it - palettes == dead.
Most of the art being done uses a wide range of colors.
I vouch for the non-palette alternative
Most of the art being done uses a wide range of colors.
I vouch for the non-palette alternative
#49
Posted 27 April 2008 - 04:21 PM
SANiK, on Apr 27 2008, 01:08 PM, said:
From the looks of it - palettes == dead.
Most of the art being done uses a wide range of colors.
I vouch for the non-palette alternative
Most of the art being done uses a wide range of colors.
I vouch for the non-palette alternative
The Graphics engine uses palettes. This is somthing I want to address - we WILL be using palettes, so we should start establishing palettes for each level/enemy set.
Don't worry, though, since the palette selection will be big. Maybe somthing like 256 colors x 10 palettes.
#50
Posted 27 April 2008 - 04:53 PM
Cooljerk/jman -
Would it be possible for you guys to quickly whip up a tile viewer?
e.g.,
1) Program offers a selection of all the levels at start - user clicks a level
2) A 4x .png file of the tileset is loaded for the corresponding level:
http://forums.sonicretro.org/index.php?act...ost&id=2253
3) The level tileset is loaded for the corresponding level
4) Artist can see the full effect of his/her changes on the tileset by seeing how the tiles they have made affect the level as a whole
Would it be possible for you guys to quickly whip up a tile viewer?
e.g.,
1) Program offers a selection of all the levels at start - user clicks a level
2) A 4x .png file of the tileset is loaded for the corresponding level:
http://forums.sonicretro.org/index.php?act...ost&id=2253
3) The level tileset is loaded for the corresponding level
4) Artist can see the full effect of his/her changes on the tileset by seeing how the tiles they have made affect the level as a whole
This post has been edited by SANiK: 27 April 2008 - 04:55 PM
#51
Posted 27 April 2008 - 05:32 PM
Just a suggestion: People that want to help with programming, but doesn't know the C/C++/Other language way of writing, could draw the algorithms for Physic, Screen deslocation after sonic reaches a certain speed, etc, in english, so the time of the real programmers would be saved...
I'm too lazy to take paint and draw the algorithm, so I just took a papel and a pencil and wrote everything in it... Here's the result

Bad idea? Good idea? I accept any kind of answer with no trouble.
I'm too lazy to take paint and draw the algorithm, so I just took a papel and a pencil and wrote everything in it... Here's the result

Bad idea? Good idea? I accept any kind of answer with no trouble.
#52
Posted 27 April 2008 - 05:59 PM
1/24th second is completely incorrect. The MD Sonic games run at 50/60fps (depending on region) outside of lag, and S2HD should also.
#53
Posted 27 April 2008 - 06:03 PM
But what is the story on flicker vs. transparency for things like the shield effects?
#54
Posted 27 April 2008 - 06:06 PM
LocalH, on Apr 27 2008, 02:59 PM, said:
1/24th second is completely incorrect. The MD Sonic games run at 50/60fps (depending on region) outside of lag, and S2HD should also.
I never said that MD worked at 24fps or 48fps. That piece of paper was just to illustrate how to fool the human mind using quick image changes.
#55
Posted 27 April 2008 - 06:16 PM
Anyone who has paused the game while Sonic has a barrier, knows this.
This post has been edited by Flare: 27 April 2008 - 06:16 PM
#56
Posted 27 April 2008 - 06:20 PM
It's more than just semi-transparency. It also gives the shield its characteristic pulsing effect.
This post has been edited by DimensionWarped: 27 April 2008 - 06:21 PM
#57
Posted 27 April 2008 - 08:28 PM
Weird Person, on Apr 27 2008, 07:06 PM, said:
LocalH, on Apr 27 2008, 02:59 PM, said:
1/24th second is completely incorrect. The MD Sonic games run at 50/60fps (depending on region) outside of lag, and S2HD should also.
I never said that MD worked at 24fps or 48fps. That piece of paper was just to illustrate how to fool the human mind using quick image changes.
My point was that you wrote that 48fps should be sufficient, and I was merely saying that was incorrect for original game accuracy.
#59
Posted 27 April 2008 - 11:18 PM
SANiK, on Apr 27 2008, 01:53 PM, said:
Cooljerk/jman -
Would it be possible for you guys to quickly whip up a tile viewer?
e.g.,
1) Program offers a selection of all the levels at start - user clicks a level
2) A 4x .png file of the tileset is loaded for the corresponding level:
http://forums.sonicretro.org/index.php?act...ost&id=2253
3) The level tileset is loaded for the corresponding level
4) Artist can see the full effect of his/her changes on the tileset by seeing how the tiles they have made affect the level as a whole
Would it be possible for you guys to quickly whip up a tile viewer?
e.g.,
1) Program offers a selection of all the levels at start - user clicks a level
2) A 4x .png file of the tileset is loaded for the corresponding level:
http://forums.sonicretro.org/index.php?act...ost&id=2253
3) The level tileset is loaded for the corresponding level
4) Artist can see the full effect of his/her changes on the tileset by seeing how the tiles they have made affect the level as a whole
Mm, I have an image editor nearly complete - NMImage. It's been a work in progress for almost 2 years now.
Like I said before, it'll be another week and a half-ish before I rebegin work on all this, but a lot of what I'm talking about is already working.
I had a post on S2beta about my engine... lemmie see if I can dig it up...
EDIT: Whoops, I forgot this board became S2beta's board... tweaker, know if I can recover my post?
This post has been edited by Cooljerk: 27 April 2008 - 11:19 PM
#60
Posted 27 April 2008 - 11:24 PM
QUOTE (Weird Person @ Apr 27 2008, 05:32 PM) [post="191300"]
Bad idea? Good idea? I accept any kind of answer with no trouble.[/quote]
Every other thing in the game uses vertical empty lines to do the semi-transparencies, so I guess they were just going for a different looking thing for the shield.
But either way, I'm sure many of us here can notice the difference between 50 and 60Hz... so we must be mutants or something.

Bad idea? Good idea? I accept any kind of answer with no trouble.[/quote]
Every other thing in the game uses vertical empty lines to do the semi-transparencies, so I guess they were just going for a different looking thing for the shield.
But either way, I'm sure many of us here can notice the difference between 50 and 60Hz... so we must be mutants or something.
This post has been edited by ICEknight: 27 April 2008 - 11:24 PM

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