![]() Below is a quick mockup that could use a little cleanup, but I think it helps with the general idea. It will look more pixelated (and may have dithering depending on your settings), but that may fit the graphic style a little better. Then, you can experiment with changing the number listed in the color box to achieve the desired look. Have you considered lowering the color count for the background image to make it fit a "retro" look? If you are using Photoshop, you can achieve this by converting the image format to "RGB" (under "image", then "mode"), then switch it to "index," and under "Palette" you can select one of the "local" options. In other words, put your most restrictive conditions at the top of the hires.txt file and the least restrictive conditions lower. Keep in mind, the way things work in Mesen is that once it finds a match and replaces graphics for something based on conditions, it basically stops looking for that particular graphic. This is one possible way to distinguish backgrounds depending on the circumstance. If the game finds a tile in the position specified below, the condition is true. The "TitleScreenCheck" in the example below was also used to look for a tile unique to the title screen. You would basically use the background conditions in conjunction with frameRange conditions. Below is an example of code that would be used in the hires.txt file for a title screen (although, you could change it to apply to a level). You can animate a background much like what you recently completed with the water in your Donkey Kong Jr. QuoteDoes anyone know if you can "animate" backgrounds? say have multiple images and they alternate (like an animation) I'll upload a patch once Nana is done too.I just wish there was some sort of UI that allowed you to easily map things/re-arrange tiles, but oh well, this is still vodoo magic SourMesen pulled out, imo it's great.ĭoes anyone know if you can "animate" backgrounds? say have multiple images and they alternate (like an animation) You can watch a video of it in action here (Album with a couple extra pictures here) Here are some comparison pics (looks better in motion I swear!) Just wanted to share progress on this new project, thanks to all the help from various people, (but specially SourMesen, Aclectico and MrKwong!) I now have learned a thing or two, and managed to add new animations for Popo (idle, running, etc) and enemies, background (tho, current is just a place holder and scrolling for it seems broken on this game, but dunno maybe I'm doing something wrong)
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