nesdev.com
http://forums.nesdev.com/

Special visual things to use for a game
http://forums.nesdev.com/viewtopic.php?f=2&t=15707
Page 2 of 2

Author:  FrankenGraphics [ Mon Mar 27, 2017 1:52 pm ]
Post subject:  Re: Special visual things to use for a game

Actually, swapping between neighboring hues in certain parts of the palette should yield better results than others. Swapping between the blues wouldn't matter much (there's plenty and some of them are close enough in hue), but there's interesting shades of yellow and red to be had, as long as the illusion is working at least a little bit.

Flickering between neighboring luminosities for a few miliseconds between fade states could mean smoother(ish) transitions during fadeouts and -ins. Think of it as pulse width modulating duty cycles. 100% (stable colour), 80%, 60%... 0% (next stable colour)

Author:  lidnariq [ Mon Mar 27, 2017 2:22 pm ]
Post subject:  Re: Special visual things to use for a game

Blargg & Neil Baldwin made Litewall, which does use flickering between adjacent shades.

Author:  FrankenGraphics [ Mon Mar 27, 2017 2:33 pm ]
Post subject:  Re: Special visual things to use for a game

Thanks! Didn't know about that project.

All references were down in that topic, here's a working one. (Litewall 9).

And here's a youtube video filming a screen projection.

Author:  Dwedit [ Mon Mar 27, 2017 8:36 pm ]
Post subject:  Re: Special visual things to use for a game

Flickering looks awful on a real CRT TV, don't bother with it.

Author:  tokumaru [ Mon Mar 27, 2017 10:03 pm ]
Post subject:  Re: Special visual things to use for a game

Dwedit wrote:
Flickering looks awful on a real CRT TV, don't bother with it.

Seconded.

Author:  pubby [ Tue Mar 28, 2017 12:19 am ]
Post subject:  Re: Special visual things to use for a game

Screen shake can look pretty good, but not many games ever used it.

Author:  thefox [ Tue Mar 28, 2017 9:28 am ]
Post subject:  Re: Special visual things to use for a game

FrankenGraphics wrote:
Flickering between neighboring luminosities for a few miliseconds between fade states could mean smoother(ish) transitions during fadeouts and -ins.

Reminds me of Formula One - Built To Win (U), which flickers between shades of gray to fade its intro text in and out slowly.

Author:  DRW [ Wed Mar 29, 2017 2:23 pm ]
Post subject:  Re: Special visual things to use for a game

tepples wrote:
But real-time sprite shrinking to CHR RAM could be doable depending on how many sprites you have, how big they are, and how fast they animate.

Thanks. I'll have a look at it.

tokumaru wrote:
Maybe you'll find some inspiration in this thread.

That link with the 100 gifs never completely works for me. Only a few gifs are shown, the other stuff remains black, even after a long while.

FrankenGraphics wrote:
Reserve an area in memory for 2-dimensional parallax animation of a "deeper" background pattern.

Parallax scrolling was already done in "City Trouble". I don't think it's particularly fitting for my adventure.

Author:  Myask [ Wed Mar 29, 2017 2:56 pm ]
Post subject:  Re: Special visual things to use for a game

DRW wrote:
That link with the 100 gifs never completely works for me. Only a few gifs are shown, the other stuff remains black, even after a long while.

Sounds like what happens when enforcing noscript against imgur.

Author:  DRW [ Wed Mar 29, 2017 3:02 pm ]
Post subject:  Re: Special visual things to use for a game

I don't have noscript installed in Firefox. Also, some of them are visible, but most are not.

Page 2 of 2 All times are UTC - 7 hours
Powered by phpBB® Forum Software © phpBB Group
http://www.phpbb.com/