I always assumed that the HD name was just 'cause it was simple and meant higher-quality, not necessarily to a specific standard.
Exactly. In fact, I'd even prefer if the game wasn't at 4x—2x, and even 3x are perfectly acceptable upscaling ratios, widely acceptable to most PCs (which tend to use 1024x768 as the minimum standard). Plus, I don't have a 1280x1024 screen resolution (I'm stuck at 1024x768), so I think 3x is probably the most reasonable to everybody, even though I still think 2x is fine. That's the resolution all my Genesis emulators are set to use, after all. :P
What hasn't been decided is if they're going to split the sprites into tiles or not. I mean - if they want to keep tiled sprites - then get ready to have a blit function at hand I'd have them go with using non-tiled sprites and each frame has a 'center'-offset But for the levels, it's best they keep Sonic 2's 128x128 chunk tile groups So one can keep each tile group as separate textures and draw them out using less polygons compared to drawing a polygon (quads) per individual tile. If you planned on blitting each tile onto a SDL surface - it might be interesting to see a speed comparison
The thing is, when you have a HD 4x version, downscaling to 2x (maybe 3x, I'm not sure) should be piss easy.
Yes, I mentioned this in IRC already. We can design for 4x just fine and downscale to 2x, that should be a trivial operation.
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
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.
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
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.
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.
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?
<!--quoteo(post=191300:date=Apr 27 2008, 05:32 PM:name=Weird Person)--><div class='quotetop'>QUOTE (Weird Person @ Apr 27 2008, 05:32 PM) 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.