Search found 10 matches

by SriK
Wed Sep 04, 2019 1:31 am
Forum: SNESdev
Topic: Reverse-engineering multi-joint bosses
Replies: 9
Views: 9322

Re: Reverse-engineering multi-joint bosses

Thanks for the tips, lidnariq. He's looking great (WIP assets, of course): https://cdn.discordapp.com/attachments/567129386294181889/618723403930533909/thetaHydron_altConnectorTst.gif I drew a line from the body to the head, and then added on a perpendicular component according to the equation you g...
by SriK
Mon Aug 26, 2019 11:31 am
Forum: SNESdev
Topic: Reverse-engineering multi-joint bosses
Replies: 9
Views: 9322

Re: Reverse-engineering multi-joint bosses

To me, it looks like the Orphic Vipers are just multiplied sine waves. The heads move according to some pattern, while the bodies are something of the form of sin(x)*sin(n*x+m*t), and the axis of that compound sine wave is rotated according to where the head is. I don't see why Xi-Tiger couldn't be...
by SriK
Sun Aug 25, 2019 10:41 am
Forum: SNESdev
Topic: Reverse-engineering multi-joint bosses
Replies: 9
Views: 9322

Reverse-engineering multi-joint bosses

You know what I'm talking about: Seven Force, Yokozuna, Beast Kimkoh, and many more. Large bosses pieced together from many distinct sprites, which interface and animate together smoothly. Is there a standard way that games achieved this effect, back in the 16-bit era? I'm working on a retro side-sc...
by SriK
Fri Jun 29, 2018 11:00 pm
Forum: SNESdev
Topic: Dracula X's fire effect
Replies: 6
Views: 5610

Re: Dracula X's fire effect

C#, actually (it was originally in C++ when we ran a Kickstarter a couple years back, but I got tired of programming in C++...) You can follow the game here: https://twitter.com/SteelAssault

The front fire layer is a good idea, I'll look into it. Thanks!
by SriK
Fri Jun 29, 2018 7:11 pm
Forum: SNESdev
Topic: Dracula X's fire effect
Replies: 6
Views: 5610

Re: Dracula X's fire effect

Thanks for the quick reply!! Seems like I was overcomplicating stuff. It looks great now (both horizontal and vertical distortion applied): https://www.dropbox.com/s/c7kp1jqcc4kml7a/sa_effect_new.gif?raw=1 Final "code" for the effect: for (int i = 0; i < flameHeight; i++) { double pct = i ...
by SriK
Fri Jun 29, 2018 6:34 pm
Forum: SNESdev
Topic: Dracula X's fire effect
Replies: 6
Views: 5610

Dracula X's fire effect

Does anyone here know exactly how Dracula X gets that awesome fire effect on the first stage? Badly upscaled image: https://www.dropbox.com/s/69sjvb3u6t5wv4d/dracX_effect.gif?raw=1 It seems to be applying raster animation to a static "fire image" (basically, selectively repeating or omitti...
by SriK
Wed Feb 11, 2015 10:46 pm
Forum: General Stuff
Topic: Steel Assault (PC, Kickstarter)
Replies: 12
Views: 4527

Re: Steel Assault (PC, Kickstarter)

Thanks everyone! And thanks for the pledges, rainwarrior and koitsu! :D Interesting that you guys largely aren't fans of the FMV effect (I thought it looked pretty cool hahah). The FMV is just for the game's initial intro at the very start, there are going to be two Vice: Project Doom style cutscene...
by SriK
Wed Feb 11, 2015 12:16 pm
Forum: General Stuff
Topic: Steel Assault (PC, Kickstarter)
Replies: 12
Views: 4527

Steel Assault (PC, Kickstarter)

http://steelassault.com/img/newTitle.gif http://steelassault.com/img/intro.gif http://steelassault.com/img/currentProgress.gif http://steelassault.com/img/GIF/trainSimulator.gif Kickstarter: https://www.kickstarter.com/projects/43113410/steel-assault/ Steam Greenlight: http://steamcommunity.com/sha...
by SriK
Mon Jun 02, 2014 8:29 pm
Forum: NESdev
Topic: FMV on the NES ... kind of
Replies: 9
Views: 9799

Re: FMV on the NES ... kind of

Thanks, guys! Anyway, this stuff is really, really cool. And I'd certainly love to read about your video compression/implementation. I was happy enough just to get 53% on text, heh. The compression is actually extremely simple. The first frame is an intraframe (actual image data), encoded as follows...
by SriK
Sat May 31, 2014 3:30 am
Forum: NESdev
Topic: FMV on the NES ... kind of
Replies: 9
Views: 9799

FMV on the NES ... kind of

Hi everyone! Recently I've been working on a PC game tentatively titled Steel Assault , which aims to emulate a late NES graphic style (inspired by games such as Shatterhand and Batman where heavy dithering and details in negative space are used to create a dark atmosphere within system limitations)...