Author Topic: Background tile question  (Read 1272 times)

Nando

  • Hero Member
  • *****
  • Posts: 3193
Re: Background tile question
« Reply #15 on: June 07, 2012, 04:18:37 AM »
The scene/lvl I had in mind is this

Big full moon that travels along, think Bonk and Monolith. Except this one is being torn appart by tentacles or some soft of evil thingamajib

Night sky, far side of the area you are in is seen in the bkg, ocean and then the platforming areas. When the character jumps or moves higher the ocean area is revealed and that's where some neat, looping, animated stuff can appear. I have a few doodles that I need to scan to see if this translates well.

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Background tile question
« Reply #16 on: June 07, 2012, 04:27:09 AM »
if you want animated tiles that are covered by something else that slides out of the way to reveal the animatey hoojoo... you'd be better off using sprites as whatever the foreground piece that slides around is.

Otherwise, you have to scroll some tiles, do some updating, animating, and all kinds of jive.   It would be way more work.

If it's constantly just animating in the background under some sprite-layer that slides out of the way... your life is easier.  You can just scroll the stuff up or down however you want to get the part to show up like you want.

The sprites could even stay in place and you can just scroll the background upwards.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

Nando

  • Hero Member
  • *****
  • Posts: 3193
Re: Background tile question
« Reply #17 on: June 07, 2012, 04:47:23 AM »
okay, I think I get it. Gotta build a few mock ups first.

Thanks Ark!

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Background tile question
« Reply #18 on: June 07, 2012, 05:09:41 AM »
okay, I think I get it. Gotta build a few mock ups first.

Thanks Ark!


yeah, I might be misunderstanding what you intend to do.  I hope I am not.   I do sort of bad without mockups.

Luckily though, you dont need too many sprites to create platforms and shit for levels.

you figure, the screen is 256 pixels wide... so you'd need 8 sprites to span the screen (32 pixels wide is the largest width you can make a single sprite.. ).  

You will obviously need more than 8 sprites for platforming on screen since you will most likely have things like ladders/raised bits/stuff... but

it is not too bad considering you have 64 available, and for a platformer, thats PLENTY.   unless you planned on like 50 enemies on screen.   I doubt you did.

You also shouldn't need to worry about line-limits, since if you span the screen with the ground all as sprites.. nothing will be at or below the ground.  It'll all be on top of it... :)


if you plan the tiles well, you could lay the base 8 sprites of ground down and leave them there at all times so you never have to figure out if they are there.  Then, all the built up stuff can sit on top of it and still look good. 

That all depends on your pixel-fu.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

sunteam_paul

  • Hero Member
  • *****
  • Posts: 4732
Re: Background tile question
« Reply #19 on: June 07, 2012, 05:52:31 AM »
Nando, I highly recommend you download Magic Engine then spend some time turning on and off background/sprite layers in games. It's very eductional to see how things are done.
The PC Engine Software Bible
Quote from: Tatsujin
I just felt in a hole!

Nando

  • Hero Member
  • *****
  • Posts: 3193
Re: Background tile question
« Reply #20 on: June 07, 2012, 06:02:23 AM »
Thanks Ark!

Paul, will do.   Any games you recommend looking at?

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Background tile question
« Reply #21 on: June 07, 2012, 06:05:59 AM »
Definitely look at the Soldier games and note the STARS are sprites.    not the background stuff.

lol.

Look at games  that have parallax.   Dead Moon comes to mind.  Sinistron, even Bonk!

LOOK AT THEM ALL.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

sunteam_paul

  • Hero Member
  • *****
  • Posts: 4732
Re: Background tile question
« Reply #22 on: June 07, 2012, 06:19:45 AM »
Look at Gate of Thunder, Winds of Thunder, Dead Moon, Coryoon, Air Zonk, Berabo Man and Shadow of the Beast for starters.
The PC Engine Software Bible
Quote from: Tatsujin
I just felt in a hole!

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Background tile question
« Reply #23 on: June 07, 2012, 06:26:25 AM »
Shadow of the Beast

Yeah, I didn't think to mention CD.

Definitely look at this game.   It has sexy parallax.   Some of the best crap on the system.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

Nando

  • Hero Member
  • *****
  • Posts: 3193
Re: Background tile question
« Reply #24 on: June 07, 2012, 08:02:53 AM »
Fantastic. Thanks!

I've been playing WoT at home. I'm totally in love and would love to get that type of pace for the RnG game.

I've also become fond of Eternal City.

Anyway, good homework stuff. I need to get a damn laptop! :D

Arkhan

  • Hero Member
  • *****
  • Posts: 14142
  • Fuck Elmer.
    • Incessant Negativity Software
Re: Background tile question
« Reply #25 on: June 07, 2012, 08:49:51 AM »
YES,

another Eternal City lover.
[Fri 19:34]<nectarsis> been wanting to try that one for awhile now Ope
[Fri 19:33]<Opethian> l;ol huge dong

I'm a max level Forum Warrior.  I'm immortal.
If you're not ready to defend your claims, don't post em.

Nando

  • Hero Member
  • *****
  • Posts: 3193
Re: Background tile question
« Reply #26 on: June 07, 2012, 09:01:59 AM »
YES,

another Eternal City lover.

:D

This is one I want to get complete. I want to see Shirow's art work in the manual!

soop

  • Hero Member
  • *****
  • Posts: 2828
Re: Background tile question
« Reply #27 on: June 08, 2012, 02:45:47 AM »
I've just been playing Star Parodier, and sometimes it seems like there's just too much on the screen - like it should be impossible.  And I don't know how some of the stuff is acheived, like the scaaling on the title screen, and theperspective on the runway as the spaceship launches.

Black Tiger

  • Hero Member
  • *****
  • Posts: 11242
Re: Background tile question
« Reply #28 on: June 09, 2012, 08:23:36 AM »
I've just been playing Star Parodier, and sometimes it seems like there's just too much on the screen - like it should be impossible.  And I don't know how some of the stuff is acheived, like the scaaling on the title screen, and theperspective on the runway as the spaceship launches.

Lots of games stretch and squash stuff like the Star Parodia title. It is kinda neat how it's done, (according to Tom) since 16-bit consoles can't warp sprites like that. It's actually part of the tile layer. When there is artwork behind something stretching, like the Macross 2036 title, the background uses sprites. Panic Bomber has a different effect each time the title screen comes up.

Mosaic, layered backgrounds, scaling, rotation, etc is just animation. The runway is the same as floors in SFII.
http://www.superpcenginegrafx.net/forum

Active and drama free PC Engine forum

spenoza

  • Hero Member
  • *****
  • Posts: 2751
Re: Background tile question
« Reply #29 on: June 09, 2012, 02:16:40 PM »
I wonder how much of the warping, etc is stored animation or calculated/on-the-fly animation.
<a href="http://www.pcedaisakusen.net/2/34/103/show-collection.htm" class="bbc_link" target="_blank">My meager PC Engine Collection so far.</a><br><a href="https://www.pcenginefx.com/forums/" class="bbc_link" target="_blank">PC Engine Software Bible</a><br><a href="http://www.racketboy.com/forum/" c