Omnimaga > F-Zero 83+
F-Zero Screenshots
calc84maniac:
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:
DJ Omnimaga:
wow this is getting better and better. I hope you finish this :)
simplethinker:
It looks incredible so far. Good luck ;D
Speler:
Awesome!
It needs large guns.
DJ Omnimaga:
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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