Real-time sprite scaling

Started by ervin, 18:32, 26 June 21

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ervin

Yes, there is animation, although it's only a few frames.
There is no hit to speed because is simply cycling through the appropriate sprite data for each frame.

sigh

Quote from: ervin on 02:18, 03 August 22Yes, there is animation, although it's only a few frames.
There is no hit to speed because is simply cycling through the appropriate sprite data for each frame.
So, as a test - have you tried using the sprite scaling while something is animating? For instance, the player graphic that you have made?

ervin

Yes, it makes no difference to the speed.
All the program is doing is changing the pointer to the sprite data.
The sprite routine runs the same no matter what frame it is pointing to.
Hopefully I'll have something to show soon.
8)

ervin

Update time!

New features:
- Goatfish sprite
- Tail swishing animation (placeholder only at the moment, indicated by the yellow line through the middle of Goatfish)
- Scoring, shown in an ugly placeholder font under the play area
- Small delay when collecting food, to enhance player feedback
- Scoring when collecting food (score increase depends on which food item is collected)
- Angry Red Block(!)
- Goatfish death upon hitting Angry Red Block(!)


ervin

I've figured out how to handle collisions while bouncing back up.

I was able to use existing routines (with some extra parameters) to check for collisions, and also to very briefly display the tiles being bumped into. It was a relief to get it working after thinking about how to do it for several days!

It makes a surprising difference to the feel of the game. Things "feel" more solid and more 3D with this feature.

sigh

The progress you are making is excellent.

ervin

Brief update time.

After 5 days of being stuck, I've figured out how to make the angry red faces (that cause goatfish to lose a life) move up/down or left/right, using the current data structures.

Should hopefully allow for some more interesting level design.

zhulien

Very impressive scaling.  I wonder if you can warp in realtime using a progressive zoom from no scaling one side of the sprite to scaling on the other so you effectively get a wolfenstein 3d type view.

ervin

#83
That's a very interesting idea, and one I might explore someday.
It would need a lot of rework in the scaling code, but it could certainly be possible.

Quick update on the game I'm working on:
At the moment I'm writing a level editor (in Blitz3D on PC) to allow me to design levels much more quickly.
In the CPC code, I've also got larger "angry" blocks, which can also move around the screen in a limited fashion.

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