Calculator Community > Elimination

Would you enjoy playing Elimination in its current state?

(1/3) > >>

Hot_Dog:
A lot of people have described Elimination as containing blocky walls and sprites.  This in turn has led to enemies being hard to find and hard to discern.  Also, some people have found it hard to tell a wall from an open area in some circumstances.  I'm not sure, but this may be one of the reasons that not many people have tested the first 5 levels of the game.

Be honest.  Is this bothering you?  Would it keep you from enjoying the game's full release?  Is this something that should be fixed?

Spyro543:
Yes, yes, and yes. It's just too blocky to actually enjoy.

DJ Omnimaga:
So far I liked the game during the limited time I had to try it, but I agree that the walls are kinda blocky at some points (some pixels being larger than others). I think that what needs to be done is instead of scaling up the original 64x48 display, you should recalculate in a way that it takes advantage of the full screen. However, I'M unsure if that would reduce framerate a lot (I assume not that much considering displaying the game full screen in the first place didn't)

I personally have no problem with seeing the enemies, though. ??? The health bar makes them easy enough for me to be seen. One suggestion for the enemies however is making the entire screen XOR'ed when they hit you. As for walls I had no problem with them.

Builderboy:
I myself am not a big fan of Calc FPS in general, but I do think the walls look very blocky compared to other raycasters I have seen.  For instance, Runer's Axe raycaster provides a good example of a raycaster that does textured graphics well.  I think with such a limited screen size, scaling up an image is just not an option, since so much of the screens detail is needed in order to present a convincing illusion of 3D, especially when the walls are at a distance.

I think one issue that might be related to the limited 3D effect is actually the chosen textures as well.  The defining portion of a wall in a raycasting environment is its top and bottom edge, which leads me to believe that wall textures in raycasting games should always generally try to keep the tops or bottoms of wall textures a solid color (probably black) to give the user as much clues as possible to determining where the walls actually go. 

In summary, I think the scaling of the original image is what is holding back the graphics.  I understand you did the scaling because you had no desire to rewrite the gemeni graphics routine yourself correct?  I think the enemies have good visibility, although if possible I might suggest including a white mask around them so that it becomes even easier to separate them from the background.

Hot_Dog:

--- Quote from: DJ_O on January 27, 2012, 08:55:32 pm ---I think that what needs to be done is instead of scaling up the original 64x48 display, you should recalculate in a way that it takes advantage of the full screen. However, I'M unsure if that would reduce framerate a lot (I assume not that much considering displaying the game full screen in the first place didn't)
 

--- End quote ---

Framerate would actually be slowed down a lot.  Stretching the screen requires little computational power compared to calculating 48 additional rays and plotting 16 additional rows.  I think the grayscale would have to go.  However, if people would enjoy the game that way, (better looking walls and enemies rather than grayscale walls) it's something I could arrange

Navigation

[0] Message Index

[#] Next page

Go to full version