Author Topic: Game dev related  (Read 489 times)

Bonknuts

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Game dev related
« on: August 15, 2015, 03:54:34 PM »
I just saw this site: http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
It's got a lot of animated gifs, so it takes a while to fully load up.
It basically discusses different types of "cameras" for 2D games. You wouldn't think there is a camera in a 2D game, like with 3D games, but indeed there are. They show some popular games, too.

NightWolve

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Re: Game dev related
« Reply #1 on: August 15, 2015, 05:17:18 PM »
Pretty cool. :)

Hey look, ole Fighting Street made it in there!



Something about this one, I think I read there was drama with the developer(s) and what not.

« Last Edit: August 15, 2015, 05:23:45 PM by NightWolve »

esteban

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Re: Game dev related
« Reply #2 on: August 16, 2015, 06:24:24 AM »

I just saw this site: http://gamasutra.com/blogs/ItayKeren/20150511/243083/Scroll_Back_The_Theory_and_Practice_of_Cameras_in_SideScrollers.php
It's got a lot of animated gifs, so it takes a while to fully load up.
It basically discusses different types of "cameras" for 2D games. You wouldn't think there is a camera in a 2D game, like with 3D games, but indeed there are. They show some popular games, too.


That's very interesting. I think we all have examined games and contemplated how different design choices might have affected the game.

We have even addressed the concept of "camera" without using that term, per se.

I'm not even taking about moments in games with blind jumps...I am thinking of moments when your avatar sprite must get dangerously close to the edge of the screen before triggering the next screen, etc.

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NightWolve

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Re: Game dev related
« Reply #3 on: August 16, 2015, 06:26:55 AM »
We have even addressed the concept of "camera" without using that term, per se.

Yeah, terms like "scrolling."

spenoza

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Re: Game dev related
« Reply #4 on: August 16, 2015, 09:35:06 AM »
I think for lower budget indie games and homebrew console games, camera movement and momentum/movement physics are the two biggest challenges to overcome. Far too often games are characters who are either floaty or slippery with cameras that tend to zip around far too quickly.
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Black Tiger

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Re: Game dev related
« Reply #5 on: August 16, 2015, 02:55:25 PM »
The scroll position in Exile II is one of the game's problems.
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SamIAm

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Re: Game dev related
« Reply #6 on: August 19, 2015, 10:25:25 PM »
That was really interesting. It was the kind of thing I had thought about before, but never understood at much depth. Thanks for sharing!

As an aside, the scroll boundary being too close to the edge of the screen is maybe the only real criticism I have of Xanadu II, otherwise my favorite action RPG on the system.

ccovell

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Re: Game dev related
« Reply #7 on: August 20, 2015, 12:09:29 AM »
(double-post deleted)
« Last Edit: August 20, 2015, 12:14:31 AM by ccovell »

ccovell

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Re: Game dev related
« Reply #8 on: August 20, 2015, 12:13:26 AM »
As an aside, the scroll boundary being too close to the edge of the screen is maybe the only real criticism I have of Xanadu II, otherwise my favorite action RPG on the system.

That's because Xanadu (I'm assuming), and a lot of other games on systems (mainly Japanese PCs / ZX Spectrum...) with no scrolling hardware used the "push scrolling" method.  It's probably not mentioned on that page, because push-scrolling largely sucks shit.

(Well, to visualize what push scrolling is, think of how Moto-Roader pushes the trailing car back into the centre of the screen, except that push scrolling does this with the leading character, with tile-based updates rather than smooth scrolling.)

SamIAm

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Re: Game dev related
« Reply #9 on: August 20, 2015, 02:01:26 PM »
Er, I meant Legend of Xanadu II on the PCE. :)

ccovell

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Re: Game dev related
« Reply #10 on: August 21, 2015, 01:01:35 AM »
Yes, I know you meant on the PCE, but its origins were on Japanese PCs that had such afflictions too...

Bonknuts

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Re: Game dev related
« Reply #11 on: August 21, 2015, 04:38:50 AM »
The have a push-screen example and also explain why it was popular (among systems that didn't have hardware scrolling).

 If you've looked at the site and have seen all the examples, can you spot the differences in PCE games? Just look at Bonk vs Bonk's Revenge. They changed the camera type (both horizontal and vertical positioning).