Snail N Turtle

In Progress My new mods/ 3 demos download in 1st post 0.5

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The project is currently under development.
I like how smooth the scalling transition is. Very different from that Arabian Fight SEGA game.

They really tried but the result wasn't good. Just look how everything is slipping on the floor.
 
The reason for that is they wanted to save cpu cycles so they only scaled when frame changed, which produced jerkiness , its definitely better to scale independent from frame counts and delay amounts and run it on every cpu cycle.
I agree there wasnt really many games that did this succesfully where it looked decent, most of the time it was stuttery/jerky.
AS for slipping, i test using grid , so when i move close and away from camera then i make sure that characters take the same amount of space on each rectangle/quad of the grid , easier to compare  and adjust like this than standing on grass or ground image.
 
Grids is the way to go
, reminds me of those mugen tutorials about how to calculate for those mode 7 backgrounds  so things look correct.

to this day i still cant figure the mugen formulas out that well, & i mostly work w trial & error using wireframey place holders in multiple points to "guesstimate" the best look.

I would not go for absolute mathematical accuracy, but approximations of what looks right for the stages.

example , some stages might need the characters only to shrink 30 % & grow only to 135%, even tho the mode 7 math might say otherwise, because i don't want the mode 7 floors to stray too far from the original, but just enough to give it more depth.


i am frustrated because I wanted all my mugen mod stages to zoom out like killer intinct & to accomodate 4 player fighting, but the effect gets very distorted.

since i have not tried wide-zoom out with openbor , i don't know if the same issue is present.

At this point, i would suggest that a good practice as a community,  would be to figure out if we can make a short Doom or Wolfenstein type demo in openbor to document all the scripts needed for pseudo 3d stages, scaling & all that - personally i doubt i can contribute much, maybe at least donations to the people who work on the scripts...
 
wow this topic was started like almost 10 years ago what the hell !!!
the older you are the faster your life runs , when i started this topic it was 2012, now its 2021, 9 years passed.
Just to compare - i made first mod in 2004 i think, so from 2004 to 2012 is 8 - its less time than from 2012 till 2021 but feels much faster, maybe cause i did not released as many games since 2012-2021.
I was definitely more active making more mods back then.
And starting this topic feels like 2 years ago or something. :'(
 
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