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Re: [Bontz-team] fishrace scene
From: |
Chuck Rickard |
Subject: |
Re: [Bontz-team] fishrace scene |
Date: |
08 Jul 2003 21:03:33 -0500 |
not that i want to criticize your work, but the sand looks a bit goofy
to me in your conceptualization. it is soemthing to do with the edge
against the water
i would like to make a working demo so i can see everything animated
before i make any judgements though.
On Tue, 2003-07-08 at 15:52, Owen Swerkstrom wrote:
> 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...
>
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