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Challenges & Activities / Re: Palette Workshop Challenge
« on: November 26, 2006, 01:01:35 am »Catchup Part I.Now I can't wait for Part II
All of your entries are very beautiful... and the tech warrior is magnificent!
saimo
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Catchup Part I.Now I can't wait for Part II
yay yay, new background Ryona! Really nice, suits AstroboyFully agreed!
remove that frame and it loses the impact...Well, I had actually done it before posting just to make sure it was not only an abstract idea.
Saimo was talking about a single-color transparency (choosing a single color, and then being able to mix that in a fixed proportion with any of the normal 16 colors)100% correct.
With what saimo is talking about, you'd be able to blit a shadow mask onto the 5th bitplane, and that would be all that is needed to make an object cast a shadow.
What I was talking about was using a single palette index exclusively for drawing shadows, so that shadows can be enabled/disabled on any particular set of scanlines.If the figure "4" comes from the "4" I mentioned myself, please note that I was talking about horizontal constraits. The vertical ones are a lot easier to deal with, so your method could be easily mixed with mine in order to have horizontally pixel-perfect shadows with varying depth across the Y axis.
(roughly. You may not be able to get it accurate to 1 scanline.. but accurate to 4 would be okay)
With what I'm talking about, you'd be able to vary the depth of the shadows across the Y axis.
It's pretty interesting to see that a game would have to do so many tricks, just to squeeze in transparencies (I think that's what they were talking about).Don't be: it was tough, but also very creative and stimulating. Nowadays there are other problems... but I prefer the oldskool ones
I feel sorry for the poor bastards that had to brainstorm the process by which they'd create a game with such constraints. It was after the time when games were relatively simple and before the time games were relatively simple to make.
.. It's a different effect.Technically, yes. As for the results... at this point, I wonder (again) if whether we're talking about the same thing
If at all possible, in such a situation I would want to make use of as many of the 16 extra colors as i can, rather than using them for a fixed-color transparency effect.Well, yes, of course that's a matter of choices... solid (like the BB did in TCE) or dithered shadows and more colors to play with, or "proper" shadows and half the colors. IMHO when the pixeller is a master, colors can be sacrificed for the added beauty of the effects that can be achieved - well, better shadows are definitely not a major gain, but double playfields/parallaxes/etc. can be