Search found 10 matches
- 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...
- 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...
- 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...
- 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!
The front fire layer is a good idea, I'll look into it. Thanks!
- 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 ...
- 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...
- 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...
- 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...
- 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...
- 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)...