[Top][All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index][Thread Index]
[Bontz-team] fishrace scene
From: |
Owen Swerkstrom |
Subject: |
[Bontz-team] fishrace scene |
Date: |
Tue, 8 Jul 2003 13:52:40 -0700 (PDT) |
Here's an artist's conception of what the fish race
screen might look like. Every tile/sprite with the
possible exception of the splash is at an offset of a
multiple of 64 pixels.
your challenge: make this happen in-game :^)
To me it looks like 5 layers, again not concerning
ourselves with the splash or the characters that would
be on it:
1) front poles
2) dock
3) back poles
4) land
5) water
though we could get clever and do it in 4:
1) front poles and northmost tiles of dock
2) back poles and remainder of dock
3) land
4) water
But unless there would be a significant speed increase
in designing the scenery-centric code to have a hard
limit in number of layers, we should probably let
there be any arbitrary number of layers per scene, and
just try to keep it to a minimum as a guideline.
Let me know if the grass and sand look too fugly. I'm
staring at it and I can't figure out if they look icky
or not. the corners should be smoother though.
Hmm, now to dig through all those public-domain sound
effects libraries I've gathered over the years and
look for some good water sounds to work on...
__________________________________
Do you Yahoo!?
SBC Yahoo! DSL - Now only $29.95 per month!
http://sbc.yahoo.com
- [Bontz-team] fishrace scene,
Owen Swerkstrom <=