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PostPosted: Tue Jul 21, 2015 3:25 pm 
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Wow! This is really awesome. Looks and sounds great! I really hope that you will find time to finish this project.

I had no idea that a game like this was in the making. :shock:


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PostPosted: Sat Jul 25, 2015 10:10 am 
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93143 wrote:
Cool.

Does M7C get fed the negative of M7B? No need to waste a multiply on that if you can just flip a bit...

Aww, right! How could I miss that in the first place? :lol: Anyway, thanks for pointing it out, allowing me to optimize things even more. :D

Kreese wrote:
Wow! This is really awesome. Looks and sounds great! I really hope that you will find time to finish this project.

Thanks! :) As a matter of fact, I won't ever be able to finish this project without a graphics designer on the team, so wish me luck finding one (or more). :wink:

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PostPosted: Sun Sep 06, 2015 11:36 am 
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Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed. :D

BTW, how do you guys compile? Tried wladx several times after reading tutors, never happend to work.


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PostPosted: Sun Sep 06, 2015 3:38 pm 
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Nitroman wrote:
Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed. :D

BTW, how do you guys compile? Tried wladx several times after reading tutors, never happend to work.

I use WLA-DX. Why it might not be working is a question that could be nearly impossible to answer though without more information.

I'd suggest you start a new thread about it and we'll help you to get started - people are reasonably fastidious about staying on-topic in this forum and I just don't wanna derail Ramsis's thread here.


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PostPosted: Mon Sep 07, 2015 8:11 am 
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Nitroman wrote:
Pretty neat demo. But I hope Mode-7 map will be scrollable at greater speed. :D

Sure thing. :wink: Please try this latest build, where you can fly in any direction (press the A button and left/right on the D-pad):
http://manuloewe.de/snestuff/projects/furryrpg_build_00237.7z

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PostPosted: Mon Sep 07, 2015 9:47 am 
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Sure thing. :wink: Please try this latest build, where you can fly in any direction (press the A button and left/right on the D-pad):
http://manuloewe.de/snestuff/projects/f ... d_00237.7z

Yeah, fast nothing flies fast now, but only in straight foward direction. Fast nothing turns around not so fast. :P


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PostPosted: Mon Sep 07, 2015 1:27 pm 
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As I said here, the code isn't optimized for speed yet. :D

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PostPosted: Fri Sep 11, 2015 10:56 am 
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Changed perspective a bit, and added a much-needed (yet preliminary) horizon blur effect. :)

Image

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http://manuloewe.de/snestuff/projects/furryrpg_build_00238.7z

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PostPosted: Fri Sep 11, 2015 1:06 pm 
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Much stronger effect now. But I suggest you use sprites for buildings and settlements on the map because they have wrong perspective.


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PostPosted: Fri Sep 11, 2015 1:24 pm 
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Nitroman wrote:
Much stronger effect now. But I suggest you use sprites for buildings and settlements on the map because they have wrong perspective.

First of all, demo GFX (ripped from Illusion of Gaia). Secondly, we've been through this before. :wink:

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PostPosted: Fri Sep 11, 2015 2:27 pm 
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One thing I would suggest though is to try to tone down the brightness for the horizon by a little, and have you considered making it kind of blue tinted? I mean, whenever you look at mountains far away, they almost seem to turn blue if you know what I mean.


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PostPosted: Sat Sep 26, 2015 10:17 am 
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Thanks to Python, I can now adjust the "viewing angle" onto the Mode 7 landscape almost indefinitely (at assembly time only though). Also, it's finally possible to change the altitude during flight. :D

Image

Image

Image

Download:
http://manuloewe.de/snestuff/projects/furryrpg_build_00240.7z

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PostPosted: Sat Sep 26, 2015 12:22 pm 
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By "viewing angle" do you mean whether it's pitched up and down, the field of vision, or something else? Because you can fake pitch by scrolling the whole view up and down and making slight adjustments to "altitude".


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PostPosted: Sun Sep 27, 2015 8:20 am 
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tepples wrote:
By "viewing angle" do you mean whether it's pitched up and down, the field of vision, or something else?

Not sure how to describe it, but I basically meant the "tilt" of the Mode 7 plane against the camera.

A top-down view like this would equal 90 degrees exactly:

Attachment:
som_map.png
som_map.png [ 87.5 KiB | Viewed 1962 times ]

Watch Tales of Phantasia's intro to see the "angle" become "steeper" as the camera appears to pan up and down. :)

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PostPosted: Mon Sep 28, 2015 9:04 am 
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You appear to be describing a change in pitch.

I've never played ToP. But in F-Zero, the camera starts straight down, zooms in, and then rapidly pitches up to gameplay position. Is that the effect you're referring to? If so, it can be simulated by changing the horizon position and making small adjustments to other variables like height. You can solve this using similar triangles, or if that's too hard, you can ask one of us to do that.


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