Also, a particle system may be worth looking into for explosions, water splashes and smoke puffs.
All Programming Discussion Graphics, Audio, Engine Design, etc.
#61
Posted 28 April 2008 - 02:37 AM
Are pixel shaders a possibility in the future? For example, Sonic's shield could have a pulsating effect that adds a subtle warp around it. Also, stuff like the underwater raster effect could be easily simulated with shaders. Heat haze off fire is another neat idea.
Also, a particle system may be worth looking into for explosions, water splashes and smoke puffs.
Also, a particle system may be worth looking into for explosions, water splashes and smoke puffs.
This post has been edited by SwissCM: 28 April 2008 - 02:38 AM
#62
Posted 28 April 2008 - 05:46 AM
what WHAT WHAT
No fancy graphical effects, please! The original game didn't need them, and neither do we.
No fancy graphical effects, please! The original game didn't need them, and neither do we.
#63
Posted 28 April 2008 - 07:43 AM
Tweaker, on Apr 28 2008, 08:46 PM, said:
what WHAT WHAT
No fancy graphical effects, please! The original game didn't need them, and neither do we.
No fancy graphical effects, please! The original game didn't need them, and neither do we.
Haha, just a suggestion. However, I do have to say that since a lot of the original artwork was made for 320x224 output via composite, there are some irregularities that you may have to find workarounds for. For example, the sheild pulsating effect discussed earlier would look poor if upscaled and shown on a progressive display. Explosions can look like paper cutouts when upscaled too.
However, emulating Raster effects with pixel shaders wouldn't be too far fetched would it?
EDIT:
Waterfalls take advantage of that striped translucency effect that the genesis video encoder causes. Do we use straight translucency or something more complex?
This post has been edited by SwissCM: 28 April 2008 - 07:45 AM
#64
Posted 28 April 2008 - 08:16 AM
QUOTE (ICEknight @ Apr 28 2008, 06:24 AM) [post="191388"]
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.
[/quote]
ICE is right. Besides, try playing Sonic 1 on a 50 Hz system.

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.
[/quote]
ICE is right. Besides, try playing Sonic 1 on a 50 Hz system.
#65
Posted 28 April 2008 - 08:24 AM
50hz is much, much slower than 60hz. It's very uncomfortable for me to try and play.
#66
Posted 28 April 2008 - 03:10 PM
Random, but why did Weird Person put a tsu on the end of his writeup? =P
ツ
ツ
#69
Posted 29 April 2008 - 05:54 AM
Quote
ICE is right. Besides, try playing Sonic 1 on a 50 Hz system.
Story of my PAL life.
#71
Posted 29 April 2008 - 05:04 PM
I think the point to that one post is that such a transparency effect will only work at a rate of 48Hz or greater. Anything lower will just look like blinking rather than transparent.
#72
Posted 30 April 2008 - 12:04 AM
Tweaker, on Apr 28 2008, 02:24 PM, said:
50hz is much, much slower than 60hz. It's very uncomfortable for me to try and play.
Personally, I feel a very big difference when playing S1 at 50fps (even with a hack to keep the music at normal speeds), a smaller difference when playing S2 at 50fps, and interestingly enough, I don't feel any difference at all when playing S3&K at 50fps.
#73
Posted 30 April 2008 - 02:28 AM
Puto, on Apr 30 2008, 03:04 PM, said:
Tweaker, on Apr 28 2008, 02:24 PM, said:
50hz is much, much slower than 60hz. It's very uncomfortable for me to try and play.
Personally, I feel a very big difference when playing S1 at 50fps (even with a hack to keep the music at normal speeds), a smaller difference when playing S2 at 50fps, and interestingly enough, I don't feel any difference at all when playing S3&K at 50fps.
Heh I know exactly what you mean, it's probably because S3&K has the least amount of speed capping on the player.
#74
Posted 30 April 2008 - 10:13 AM
QUOTE (Quickman @ Apr 25 2008, 07:16 AM) [post="190515"]
This would allow for the transformation fades from/to blue, as well as allowing many of the rotating palettes without having to draw each different frame for the pulsating lights, etc.

This would allow for the transformation fades from/to blue, as well as allowing many of the rotating palettes without having to draw each different frame for the pulsating lights, etc.
#75
Posted 30 April 2008 - 10:15 AM
Mm, indeed my engine does do that.
One of the major reasons I advocate a palette.
One of the major reasons I advocate a palette.

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