Ohr racing game?
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So I have too much on my plate to enter this contest, but if I was going to make this game, here is what I would do:Spoonweaver wrote:Racing games that you'd be better off making with the OHR.
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the ground would be divided into rows. Each row would be made of a set of overlapping 1-pixel-high rectangle slices.
One for the grass background
one for the edges of the road
one for the road itself
two for the lines in the road
Scripting the color changes and x-position changes for all the rows of rectangles would not be an easy script to write, but it could work
The cars and moving scenery could be sprites scaled with the "Shrink" dissolve type.
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I was reading an article the other month on how they accomplished that kind of stuff with MODE 7, cool stuff! Can't find it now, though. Buried somewhere in the maze that is my browser history...
EDIT: Nvm I guess I don't use the internet as much as I think: http://www.extentofthejam.com/pseudo/
EDIT: Nvm I guess I don't use the internet as much as I think: http://www.extentofthejam.com/pseudo/
Last edited by Taco Bot on Mon Mar 23, 2015 11:48 pm, edited 2 times in total.
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I prefer that much to a contest. What if we used this thread to post tech demos, concept art, and open source sprites/backgrounds for people to use when trying out some racing game of their own? We could even make an attempt to make a fully collaborative game, with multiple people contributing various amounts to different aspects.Gizmog wrote:Technically I said a COMMITTEE, not a CONTEST. One is co-operative, the other is competitive. Feel free to pay bribes to whoever you want though! This article is very very interesting, though I haven't gotten to the meat of ti yet.
In fact, we could make a different thread based on any community made game, regardless of genre. Different people could be assigned different jobs based on their strengths and save time on weaknesses. You know, like how real games are made. There'd even be real credits to show that way! I don't know about you guys, but I think that'd be a good way to get a team together and make a pretty high quality product.
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Unfortunately it seems like the technique he talks about here uses a bunch of raster slime that I don't understand. He's squashing bitmaps or reading certain parts of 'em? Can't make any sense of it.
As for the committee approach, absolutely. Feel free to post art here, feel free to post scripts and how they work (or how they don't work!) and between all of us we'll get something working.
As for the committee approach, absolutely. Feel free to post art here, feel free to post scripts and how they work (or how they don't work!) and between all of us we'll get something working.
The rectangle mumbo jumbo seems to make a bit of sense. I think with some sit down time I could make the very basic setup of that to at least get my mind around what it means. This week I'll try out the layering (likely with a for loop) and the sprite scaling to have a vague tech demo out.Gizmog wrote:Unfortunately it seems like the technique he talks about here uses a bunch of raster slime that I don't understand. He's squashing bitmaps or reading certain parts of 'em? Can't make any sense of it.
As for the committee approach, absolutely. Feel free to post art here, feel free to post scripts and how they work (or how they don't work!) and between all of us we'll get something working.
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Yes a committee or gather would be better. I think it would be best not to force deadlines on this sort of thing and encourage group sharing. Then if people feel the need they may wish to make teams.
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The technique described by James and that article (thanks, very interesting ivnestigation of old racing games) works very well; you can even easily texture the road and grass by using sprite slices instead of rectangles (see the article). I've been working on something very similar; will post a demo.
Last edited by TMC on Tue Mar 24, 2015 1:35 pm, edited 3 times in total.
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Technically speaking, this article doesn't talk about Mode 7, but an older technology. Mode 7 is actually done using an Affine transformation of an image. This article is a much better read at how you can go about doing Mode 7: http://www.coranac.com/tonc/text/mode7.htmTaco Bot wrote:I was reading an article the other month on how they accomplished that kind of stuff with MODE 7, cool stuff! Can't find it now, though. Buried somewhere in the maze that is my browser history...
EDIT: Nvm I guess I don't use the internet as much as I think: http://www.extentofthejam.com/pseudo/
Mode 7 is a very simple effect. It projects a 2D x/y texture (or tiles) to some floor/ceiling.
Some Pseudo code:
Code: Select all
for (y = -yres/2 ; y < yres/2 ; y++)
for (x = -xres/2 ; x < xres/2 ; x++)
{
horizon = -20; //adjust if needed
fov = 200;
px = x;
py = y - horizon - fov;
pz = y - horizon;
//projection
sx = px / pz;
sy = py / pz;
scaling = 100; //adjust if needed, depends of texture size
color = get2DTexture(sx * scaling, sy * scaling);
//put (color) at (x, y) on screen
...
}
Code: Select all
x = x * cos(angle) - y * sin(angle);
y = x * sin(angle) + y * cos(angle);
I just through this together a few minutes before I went to bed last night. Don't expect anything impressive. I just used a couple for loops to draw rectangles for the grass and then the road with varying widths. I didn't get into movement of the road or different sized layers for perspective, but messing with the for loops' steps and the rectangle heights, you can adjust things. If anyone wants to copy this (if it's even worth it) here it is. I'll make it more in depth later, but uh, calculus homework.
Code: Select all
plotscript, main loop, begin
variable(col)
col := load slice collection(1)
initialize
end
script, initialize, begin
variable(b,m,t,sl,width,height)
for(b,50,200,4) do(
sl := create rect(320,2,1)
put slice(sl,0,b)
)
for(b,52,202,4) do(
sl := create rect(320,2,2)
put slice(sl,0,b)
)
width := 100
for(m,50,200,1) do(
sl := create rect(width,1,3)
put slice(sl,160,m)
set horiz anchor(sl,edge:center)
increment(width,4)
)
end
Last edited by kylekrack on Wed Mar 25, 2015 2:43 am, edited 1 time in total.
My pronouns are they/them
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