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Author Topic: F-Zero Screenshots -  (Read 8017 times) Bookmark and Share
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calc84maniac
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« on: 11 November, 2008, 16:04:22 »
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Here is a compilation of all the screenshots from the beginning of production (ripped unmercifully from the OTBP thread):

Infinite checkerboard! Very buggy, as you can see:

Less buggy checkerboard:

Finally reading from a 4x4 tilemap:

Reading from an 8x8 tilemap, decreased quality at this point to increase speed:

Reading from a 16x16 tilemap with much better textures:

Reading from 32x32 tilemap (final size), introduced "diagonal" tiles:

Demonstration of displaying a sprite in the world:

Rotating and moving sprite:

GRAYSCALE!

Multiple ships, changeable ship/camera height:

Acceleration, collisions:

Artificial intelligence with steering/acceleration:

Artificial intelligence that follows the track:

Splitscreen:

A better view:

32x32 has been redacted as final size, replaced by 64x64:

More flexible splitscreen, lap counter:

Turning sprites, larger render area at a small quality cost:
« Last Edit: 19 December, 2011, 02:11:32 by calc84maniac » Logged

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« Reply #1 on: 11 November, 2008, 19:38:44 »
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wow this is getting better and better. I hope you finish this Smiley
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« Reply #2 on: 11 November, 2008, 23:48:59 »
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It looks incredible so far. Good luck Grin
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« Reply #3 on: 12 November, 2008, 19:54:54 »
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Awesome!

It needs large guns.
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« Reply #4 on: 13 November, 2008, 06:57:04 »
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O.o?

lol

Mhmm talking about large, could you please, even if it needs sacrifying sprite quality, not make the cars too big? I didn't liked in F-Zero 68k how the cars seemed to take the entire road width, personally I would make the cars 12x8  or 16x12 max if the road is gonna fit the entire screen width at the bottom and 8x4/8x6 or 12x8 if the road is gonna fit like half of the screen width at the bottom.
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« Reply #5 on: 15 November, 2008, 07:08:54 »
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I remember seeing this before, looked good then. Side project?
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« Reply #6 on: 17 November, 2008, 08:25:25 »
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looks good.  To bad there is no grayscale
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« Reply #7 on: 18 November, 2008, 08:18:37 »
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to bad he couldnt figure out how to make the screen a touch screen and get color in there. and get it wifi. i guess ill just have to settle for really cool game.
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« Reply #8 on: 18 November, 2008, 09:17:15 »
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lol I forsee a TI calc with touchscreen and wifi for 2095 Tongue

Touchscreen may come earlier though, considering Casio did it a few years ago, but I think they should first make their latest product programmable. Heck, even math programs are close to being impossible to make in them
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« Reply #9 on: 18 November, 2008, 15:26:08 »
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i think, for grayscale, all the tracks would have to be named blur city or something.
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« Reply #10 on: 18 November, 2008, 20:46:12 »
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Especially if the game has fast framerate. I don't think grayscale should be considered at this point. There were never any Mode 7 game ever released and finished on the 83+, the first step should be to make sure it will run fast enough with enemy cars moving around and all collision detection code and I think his next thing he wants to try is combining it with raycasting, which will reduce the speed even more, so grayscale might be out of the question for this first Mode 7 game ever to be released
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metagross111
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« Reply #11 on: 19 November, 2008, 00:00:27 »
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actually, as long as im here, you might as well educate me. what exactly is raycasting?
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« Reply #12 on: 19 November, 2008, 07:02:55 »
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mhmm, let me check on Wikipedia while typing this if they have a small explanation because I suck at explaining stuff x.x and all I could give as example of games using raycasting for the 3D is Wolfeinstein 3D on computer (1992) and calcs and Gemini:

http://en.wikipedia.org/wiki/Raycasting
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metagross111
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« Reply #13 on: 19 November, 2008, 07:15:36 »
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ah, thanks.
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« Reply #14 on: 19 November, 2008, 07:43:29 »
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raycasting, if you are still confused, is like fake 3d. think of the breakdown of ray casting as throwing out sight lines in order to decide what can be seen by the character. if a ray connects with something, then it is displayed. this differs from a real 3d engine in that the math used to run a raycasting engine requires square walls and right angled corners where 3d is more flexible.
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