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Post by sunteam_paul on Oct 29, 2020 12:51:32 GMT
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a
Deep Blooper
Posts: 40
Fave PCE Shooter: 1943 Kai
Fave PCE Platformer: what's a platformer?
Fave PCE RPG: No.
Currently Playing: Soldier Blade Special
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Post by a on Nov 6, 2020 20:33:42 GMT
Can you do one for hana taka daka
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Post by sunteam_paul on Nov 11, 2020 9:49:03 GMT
Can you do one for hana taka daka Maybe. I'm not sure there's anything particularly interesting going on in that regarding sprite/BG tiles though.
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Post by imparanoic on Nov 12, 2020 1:37:48 GMT
i feel genji fukei sapphire would be an interesting one on the basis it's technical tour de force in terms of visuals, how they do it is another matter as you can tell they have mastered the maxiumium capabilties of pc engine
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Post by sunteam_paul on Dec 5, 2020 9:33:14 GMT
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esteban
Gun-headed
GOMOLA SPEED or GO HOME.
Posts: 94
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Post by esteban on Dec 8, 2020 15:08:00 GMT
OK, I just watched the first video (which, I am sure, was rather quaint compared to the likes of Gate of Thunder), and I like this format. I always think it is is fun to see, for me.
I have a bunch more to watch, but I am curious about games like GunHed (Blazing Lazers) where huge swaths of "boxes" on the "ground" can be destroyed... the "rubble" could be a sprite overlay... or the "rubble" could be the background layer and sprites cover it up (but then it seems that the "max-sprites-per-line" would be triggered way too soon, since you can't guarantee that a player will actually destroy all the "innocuous boxes" on the "ground").... obviously, there must be something I am missing in my knowledge of sprite/BG trickery.
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Post by sunteam_paul on Dec 8, 2020 17:58:23 GMT
OK, I just watched the first video (which, I am sure, was rather quaint compared to the likes of Gate of Thunder), and I like this format. I always think it is is fun to see, for me. I have a bunch more to watch, but I am curious about games like GunHed (Blazing Lazers) where huge swaths of "boxes" on the "ground" can be destroyed... the "rubble" could be a sprite overlay... or the "rubble" could be the background layer and sprites cover it up (but then it seems that the "max-sprites-per-line" would be triggered way too soon, since you can't guarantee that a player will actually destroy all the "innocuous boxes" on the "ground").... obviously, there must be something I am missing in my knowledge of sprite/BG trickery. With games like that, it's simply a case of replacing the background tiles with a 'destroyed' version. It easy because they are always in specific spots. When you look at games like Kyukyoku Tiger, the enemy craters are sprites and do flicker, because they have to be positioned wherever the enemy is destroyed, and not limited to fixed spots on the grid - unless it's the turrets where the turret sprite just vanishes revealing the tiles below visible.
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esteban
Gun-headed
GOMOLA SPEED or GO HOME.
Posts: 94
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Post by esteban on Dec 10, 2020 1:54:29 GMT
OK, I just watched the first video (which, I am sure, was rather quaint compared to the likes of Gate of Thunder), and I like this format. I always think it is is fun to see, for me. I have a bunch more to watch, but I am curious about games like GunHed (Blazing Lazers) where huge swaths of "boxes" on the "ground" can be destroyed... the "rubble" could be a sprite overlay... or the "rubble" could be the background layer and sprites cover it up (but then it seems that the "max-sprites-per-line" would be triggered way too soon, since you can't guarantee that a player will actually destroy all the "innocuous boxes" on the "ground").... obviously, there must be something I am missing in my knowledge of sprite/BG trickery. With games like that, it's simply a case of replacing the background tiles with a 'destroyed' version. It easy because they are always in specific spots. When you look at games like Kyukyoku Tiger, the enemy craters are sprites and do flicker, because they have to be positioned wherever the enemy is destroyed, and not limited to fixed spots on the grid - unless it's the turrets where the turret sprite just vanishes revealing the tiles below visible. Yeah, the "image" is fixed location... vs. the Kyukyoku --> Raiden "rubble" that could occur anywhere. Obviously, I love when sprites are "hiding under" sprites, like the tanks that hide in warehouses in KyuKyoku/Raiden.
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