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Topic: UQM, Timewarp and ship rotation (Read 7254 times)
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psydev
*Many bubbles*
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Posts: 136
Why don't all races have point defense lasers?
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Yeah, the AI in TimeWarp leaves much to be desired... but I've really liked having the huge fleet battles... gives you a feel for what StarControl could be. Also reduces some of the rock-paper-scissors frustration.
Have you tried XNA Melee? It's pretty good... interestingly the Ur-Quan and Vux seem way more effective in that game. Partially it's due to more rotation angles (Vux laser can stick on you really good) and the fact that there are more pressures about where/when you can position your ship since you have two guys on you instead of just one. Ships that were less effective 1 on 1 can be pretty useful in a more chaotic setup.
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jaychant
*Smell* controller
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Please visit my homepage
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Um, what's a drop shadow?
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Valaggar Redux
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Jay, use Google or Wikipedia when you don't know something, it saves time and effort for the person you're talking with.
That being said, the ship sprites don't have drop shadows, they have shadows, and that's what makes jaychant's method difficult to implement properly. Of course, you could, for every new angle, to start from the sprite for the nearest original angle (e.g. to make a Jugger sprite whose facing makes a 3 degrees angle with the vertical, start from the sprite for the Utwig looking up), which I believe someone on the SCDB tried to do for one ship (though I can't find the link). It wasn't perfect though, you could still see slightly rough transitions between facings whose new sprites sprung from different original sprites if you paid a lot of attention.
EDIT: It was indeed XNA Melee, as Dabir below remarked. Link here.
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« Last Edit: September 16, 2008, 06:26:09 pm by Jubal-lun-Sul »
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Dabir
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You might be thinking of MrBrian's ZFP rotation to showcase what happens in XNA melee. If you applied the HQ filter it probably wouldn't look too bad, but that particular file was jpeg'd and double-sized with no antialiasing.
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jaychant
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Jay, use Google or Wikipedia when you don't know something, it saves time and effort for the person you're talking with. That being said, the ship sprites don't have drop shadows, they have shadows, and that's what makes jaychant's method difficult to implement properly. Of course, you could, for every new angle, to start from the sprite for the nearest original angle (e.g. to make a Jugger sprite whose facing makes a 3 degrees angle with the vertical, start from the sprite for the Utwig looking up), which I believe someone on the SCDB tried to do for one ship (though I can't find the link). It wasn't perfect though, you could still see slightly rough transitions between facings whose new sprites sprung from different original sprites if you paid a lot of attention. EDIT: It was indeed XNA Melee, as Dabir below remarked. Link here. Why is it you care about the graphics, and yet we're talking about an old, 320x240-sized game with blocky graphics?
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Mr Brian
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I had my ship rotation code laying around so I did a test
http://www.viddler.com/explore/Mrbrian/videos/2/
Because of how I am layering a 50% transparent sprite over an totally opaque sprite, it still pops- but if make the two layers both 50%, the image is not totally opaque and fades in and out between each angle, which looks more weird. The difference between the two is probably not super noticeable when in a zoomed out battle scenario
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Shiver
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I had my ship rotation code laying around so I did a test http://www.viddler.com/explore/Mrbrian/videos/2/Because of how I am layering a 50% transparent sprite over an totally opaque sprite, it still pops- but if make the two layers both 50%, the image is not totally opaque and fades in and out between each angle, which looks more weird. The difference between the two is probably not super noticeable when in a zoomed out battle scenario Incidentally, GameVee gives a higher resolution than Viddler. I haven't tried it yet but I've seen other people's videos on there and they look incredible.
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