Posted: Mon Mar 06, 2017 8:38 pm
That or downgrading the drums to Tim Follin fidelity so you can (ab)use DMC.
NES Development and Strangulation Records message boards
I'll try very hard to take this statement in good faith, but if you want to talk about parallax without "distracting" me this thread is literally the opposite of where you should be posting.psc wrote:Since Brad is busy finalizing Lizard and definitely not getting distracted by trivial forum posts, I'll share my thoughts on how I would approach more parallax on a stage such the Lizard river zone, for the benefit of everyone except him, since he is too busy to be distracted by this...
Sprites are a nice idea, but I simply don't have the free palettes to use on either clouds, or dots on the water.psc wrote:- dots/lines on the water could be sprites
- clouds could also be sprites.
It would probably be a lot more "useful" to post ideas like that in a thread called "techniques for implementing parallax", instead of burying it in a thread about my game.psc wrote:Hope this info is useful to anyone out there making a game with some kind of parallax.
Lizard eye is white, cloud/water is white. Don't need exact color match for dots on water. Could even use a bright yellow or grey.Sprites are a nice idea, but I simply don't have the free palettes to use on either clouds, or dots on the water.
Doesn't mean that a certain area could have special clouds.Also, the clouds (spoiler?) aren't actually "background" in my game, they are platforms you can stand on as part of the foreground,
That's what the search bar is for.It would probably be a lot more "useful" to post ideas like that in a thread called "techniques for implementing parallax", instead of burying it in a thread about my game.
Uh, no. Who ever said that? It sounds like you're stressed and you're taking your feelings out on the fans.but there's a gradual escalation to "here's how I would have designed your game"
Yes, but it's perfectly reliable if you use 9 high-priority sprites (say, 1 through 9 since you're saving sprite 0 for later) with no others above them. I don't know if that qualifies for your game, but those conditions are easily met in most status bars at the top of the screen.rainwarrior wrote:sprite overflow evaluation is buggy
My reply to pubby's question was a bit rude and hasty, and I regret it a little, but my goal was to not have an off topic discussion about pedantic stuff in this thread. That goal has thoroughly failed, I guess. I can resign myself to that but I'm not going to like it.psc wrote:That's what the search bar is for.
Was that not a fair paraphrase of: "I'll share my thoughts on how I would approach more parallax on a stage such the Lizard river zone"?psc wrote:Uh, no. Who ever said that? It sounds like you're stressed and you're taking your feelings out on the fans.rainwarrior wrote:but there's a gradual escalation to "here's how I would have designed your game"
You didn't ask a question. Neither did tepples.psc wrote:People care about your project, so it's kind of funny you would get annoyed when they ask questions. Do you really expect them to understand your design choices/tech limitations without knowing what goes into it?
Is what I've done here really equivalent to this statement? Is this really what you're comparing me to?psc wrote:"Trust me, I made the best possible game, I know what I'm doing, you just don't know what you're talking about,"
Ah, I had forgotten that detail of it. Thanks. (I do have some sprites that would go above the split point, though I suppose I could move the overflow way up and delay the split significantly to compensate.) Still, my real problem is having to have an extra wait loop mid-screen. One wait-split it not bad, two waits breaks up the execution too much.tokumaru wrote:Yes, but it's perfectly reliable if you use 9 high-priority sprites (say, 1 through 9 since you're saving sprite 0 for later) with no others above them.rainwarrior wrote:sprite overflow evaluation is buggy
This technique kinda forces 8x16 sprites too. (Doesn't hurt to have CHR banking in this situation either.)tokumaru wrote:Felix the Cat used more sprites than that to hide scrolling glitches at the right side of the screen
Yes, this is some of what I meant by it being a "hassle".tokumaru wrote:I've had a lot of trouble with the DPCM technique, so I personally wouldn't rank it so high in a list of possible techniques to use for raster effects. IRQs don't fire a consistent amount of time after the CPU requests the sample to be played, so you actually have to measure the error in order to compensate for it later. Another problem is that sometimes there are "phantom IRQs" firing immediately after you start the sample, which I could never understand or find the proper way to avoid/ignore. After a lot of trial and error, I got things to appear to work fine for several seconds, but every once in a while something would happen and completely mess up the effect for a frame.
This Lizard is not the Lizard of Parallax Technique Discussion. (link to topic for discussing that)rainwarrior wrote: I really did mean it, though. You could start a thread about parallax techniques, and it would be a very nice place to talk about such stuff. Much better than right here. You still could do this right now. Anybody could. (Please.)