[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.3075629 [View]
File: 99 KB, 636x430, atpeacemyass.jpg [View same] [iqdb] [saucenao] [google]
3075629

>>3075039
>>3075089
>>3075139

The tilting vertical shaft in the introduction is one of those effects I always thought it looked great, but I somehow took for granted until I actually tried to reproduce it recently for a little tile-based game I was doing

I only have a functional, hobbyist-level grasp of the code side of things, but as I understanding the whole map sort of rotates, but Samus and the actual gameplay axes remain straight, so it's not just buffering that shit and rotating it on display. Rotating platforming environments is trivial now with physic-based game... physics, but this was SNES, and therefore the maps were based on tiles

I ended up doing a quick-and-dirty slanting of the drawing operations (until just before displaying the HUD), but countered it for the character and their vertical movement axes by "rotating" them in the equivalent but opposite direction. With this, the characters show up where they should, but the environment seems to be rotating. My characters don't shoot that much, so there's no intensive bullet trajectories to correct.

So, savvy anons, how is this done properly?

Navigation
View posts[+24][+48][+96]