Omnimaga > F-Zero 83+

F-Zero Screenshots

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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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