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#21 | |
Registered User
Join Date: Mar 2017
Location: London
Posts: 125
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Quote:
It took me a little while to notice, then I thought `Is that ball bouncing with the kick drum? IT IS!` Its touches like this that add a real shine to finished product! Roll(or bounce) on 2020 (CD32 with TF330) |
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#22 |
Registered User
Join Date: Jul 2014
Location: Warsaw/Poland
Posts: 199
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Kefir, what about technical details? Do you pregenerate frames in FastRam or do it on the fly?
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#23 |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 201
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It's surely "just" pre rendered tunnel animation for each possible tile. So there's one prerenderd animation of tunnel which uses only tile #1. Then there's antoher prerendered animation of tunnel which uses only tile #2. Then there's another prerendered animation of tunnel which only tile #3. etc.
Additionally you need masks for each frame of animaton for each tile position in the tunnel. Then each frame just mask blit together pieces from various tunnel animations. Maybe some of the prerendered tunnel animations are only half size vertically as they are symmetric and can be flipped while blitting. |
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#24 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 201
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Quote:
Simple example: you could first blit all the tiles which lie at 12 o'clock and 6 o'clock without mask. |
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#25 |
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Join Date: Sep 2004
Location: Poland
Posts: 1,306
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#26 | |
Registered User
Join Date: Nov 2015
Location: Italy
Posts: 201
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Quote:
Hmm .. no idea how cpu intensive that is, but looking at video it seems there are only few colors for the tiles if one ignores shading/raytracing look. So it could be rendered in maybe 3 bitplanes only, and the shading/raytracing look is added/overlayed ~automatically (no cpu/blitter time) with 4 other bitplanes with a fixed prerendered shading animation (in video it does not look like that shading is "fixed" single frame). (4, not 5, because part of palette for boing ball sprite required) |
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#27 |
Registered User
Join Date: Apr 2012
Location: Cardiff
Posts: 414
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Wow, this looks stunning. Can't wait to play it. Good work!
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#28 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,807
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In which ever way Kefir has done it, it looks amazing!
Wow.. |
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#29 | |
Registered User
Join Date: Jun 2015
Location: Germany
Posts: 1,962
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Quote:
It is very well executed and looks very nice. |
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#30 | |
Lemon. / Core Design
Join Date: Mar 2016
Location: Tier 5
Posts: 1,221
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Quote:
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#31 | |
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Join Date: Feb 2010
Location: Espoo / Finland
Posts: 823
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Quote:
Basically a looping 4 plane animation with all bricks visible, then a few planes of overlay to black out or change the colors of the bricks (and one bitplane for those single color icons on top of the bricks). There's quite a few ways of doing the overlay, and wouldn't necessarily require a c2p. |
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#32 |
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Join Date: Jun 2015
Location: Germany
Posts: 1,962
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#33 | |
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
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Quote:
![]() Precisely because it requires 'only' a 020 and 4MB that the tunnel graphics are pre-rendered (and Blender as a support tool makes it a certainty). I suppose Britelite and aros-sg assumptions are very close to how it was made (no c2p here). And I add that he probably also had a lot of difficulty put all that graphics in 4MB+2MB of RAM ![]() |
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#34 | |
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Join Date: Jun 2015
Location: Germany
Posts: 1,962
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Quote:
EDIT: the signs on the tiles would have to be drawn for each frame, though... |
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#35 |
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Join Date: Feb 2010
Location: Espoo / Finland
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#36 | |
Registered User
Join Date: Sep 2004
Location: Poland
Posts: 1,306
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Quote:
Nb: Kefir (maybe as a joke) told that he thinks about adding tunnel bends. |
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#37 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,807
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But then I don't understand how the shifting perspective is done..
Seems like tons of graphics would be needed for this... Hard to believe this fits in 4mb if everything is prerendered. |
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#38 | ||
Defendit numerus
Join Date: Mar 2017
Location: Crossing the Rubicon
Age: 54
Posts: 4,536
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Quote:
You do not need to pre-render for a full turn, but positions between two (full turn/16). And a 360°/16 turn is really fast during the play: at 25fps probably 5/6 pre-rendered positions suffice. Quote:
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#39 |
J.M.D - Bedroom Musician
Join Date: Apr 2014
Location: los angeles,ca
Posts: 3,687
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The shifting perspective is the simpler one, watching the video to me seems to use a similar method to Stardust warp tunnels; the tunnel is probably 2x of the visible area and the camera is adjusted according to it
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#40 |
Inviyya Dude!
Join Date: Sep 2016
Location: Amiga Island
Posts: 2,807
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