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 Restoring the 16bit glory....opinions?
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dxgame
Knave

USA
73 Posts

Posted - Nov 08 2004 :  03:35:07 AM  Show Profile  Visit dxgame's Homepage  Reply with Quote
2D Games Rock!!

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Zarneth
Knave

Australia
62 Posts

Posted - Nov 08 2004 :  07:48:28 AM  Show Profile  Send Zarneth an ICQ Message  Reply with Quote
quote:
I thought you meant 16bit resolutions , until I read your post 2 times :)
He fooled me for a bit there too. thoguh I assume you mean 16bit colour depth.

quote:
Originally posted by AutoAim

beleive it or not, Xbox PS2 and GC are at a resolution of 640x480 sometimes 800x600. but the reasons for this is for price range, they can stick in low end parts with no more than 200mhz gpu and 500mhz cpu and very little ram of maybe 128mb and still out put 30-40 fps on eye poping candy.

Actuially, though I may be wrong. I'm pretty sure that's not the main reason. Though it definitly is a helpfull side affect, the fact is normal TV's can only really show a resolution of around 320x200. Even HDTV is only 720x(I forget the hight).

I used to have loads of fun playing old dos games, and playing Snes RPG's on the Zsnes emulator. And I still do go back fromt ime to time to play the old dos game. I doubt you'd catch me making a 2d game. But I'll certianly still play one if it's good enough. A few thoughts though. People today don't have as much patience, especially not for old outdated looking games. (God knows how I ever had the patience for some of the ones I played back then) If you make an old style 2d engine you gotta make sure it has fast load times, a run option (if it's that kinda game) that goes at a decient speed. Skippable text, and uberfast scene transition times. I used to get so frustrated at some old games that liked to take a year and a half to demonstrate that they can fade the screen slowly out, then slowly fade in the new scene. This being somethign that happens very often thoguhout the game. >.<

"VB is gay because it's simple, stylish, functional, and simply works as expected."
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Scorpion_Blood
Warrior

Portugal
118 Posts

Posted - Nov 08 2004 :  2:43:24 PM  Show Profile  Click to see Scorpion_Blood's MSN Messenger address  Reply with Quote
ppl here is one example of what i think is parallax:

http://clientes.netvisao.pt/sdesign/work/parallax.zip

if this not parallax then how can i do this? :p

Edited by - Scorpion_Blood on Nov 08 2004 2:43:47 PM
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Nov 08 2004 :  5:06:25 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
Yes, that's parallax. However, the example that I provided is 2D only, and you can only scroll left and right (and up and down by changing the height of the bitblt). The example from F-Zero is the full 3D effect. You can move in 3 directions, in/out, left/right, and up/down.

Lots of 2D games used the effect to make the game seem 3D, even though you couldn't move around.

Also, a 3D game doesn't have to have a parallax effect, if you use an orthogonal projection matrix then you won't have the effect. Also, Diablo 2 allows you to turn the effect on and off.
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Scorpion_Blood
Warrior

Portugal
118 Posts

Posted - Nov 08 2004 :  5:57:27 PM  Show Profile  Click to see Scorpion_Blood's MSN Messenger address  Reply with Quote
see booda? u wana resore the 16bit glory? then make something like a parallax that i showed here :p
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Eric Coleman
Gladiator

USA
811 Posts

Posted - Nov 08 2004 :  8:06:34 PM  Show Profile  Visit Eric Coleman's Homepage  Reply with Quote
quote:
Originally posted by Scorpion_Blood

if this not parallax then how can i do this? :p



Did you look at the demo on the previous page?

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Scorpion_Blood
Warrior

Portugal
118 Posts

Posted - Nov 09 2004 :  1:51:36 PM  Show Profile  Click to see Scorpion_Blood's MSN Messenger address  Reply with Quote
hoo lol well :p
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dxgame
Knave

USA
73 Posts

Posted - Nov 10 2004 :  01:25:13 AM  Show Profile  Visit dxgame's Homepage  Reply with Quote
Parallax scrolling is usually defined when 2 or more 2D objects (backgrounds) are scrolling at different speeds and you can see the other object behind the other. Shadow of the beast on Amiga was one of the pioneers of the effect. Another trick used often to simulate depth is the scrolling of different planes of backgrounds at different speeds. We have a fairly cool demo of this effect on the dxgame.com site, and you can download it and take a look here:

http://dxgame.com/download/dxgrepeatscroller.zip

You'll need the dxgame engine to view the demo.

The snes had the ability to scale/distort a 2D character screen. This ability combined with character graphic animation is what gives FZero the 3D effect.
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Scorpion_Blood
Warrior

Portugal
118 Posts

Posted - Nov 10 2004 :  04:06:18 AM  Show Profile  Click to see Scorpion_Blood's MSN Messenger address  Reply with Quote
yes i remember that game! but if this is restoring the 16bits, and everyone is going to SNES, i think carring(?) more about the scale/distort.

the parallax u showed is a horizontal parallax paralax, if u remember the racing games for 16bit, like Lotus uses vertical parallax, same for now in some mobile racing games :D

Edited by - Scorpion_Blood on Nov 10 2004 04:10:27 AM
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Crysstaafur
Squire

USA
37 Posts

Posted - Nov 10 2004 :  04:10:50 AM  Show Profile  Visit Crysstaafur's Homepage  Send Crysstaafur an AOL message  Reply with Quote
aka Mode 7 effects. The Gameboy Advance also can do this too, as present in the FZero and Mario Kart games on both systems.
Pilotwings for the Snes also comes to mind.

Earliest parallax scrolling that comes to mind, would be Castlevania 3 and a couple of the Ninja Gaiden games on the NES. Though both of these use the layered effect. still quite impressive when you consider code behavior on it.
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