76Fermer78
NeoHomeBrewLe 30/10/2016 à 17:37
I have spent the last week with testing out different ways to display shadows for all game objects.
Now, the greater distances from object to shadow and from outer frame to background generate a more convincing 3D effect (thank you for pointing me to it Razoola wink ) .

This is the current concept:
Ball(s) - checkerboard shadow with regular animation (animation needs more than 8 frames)
Laser-Bullets - checkerboard shadow with regular animation (animation needs more than 8 frames)
Guard-Line - checkerboard shadow with regular animation (animation needs more than 8 frames)
Items - checkerboard shadow with auto-animation
Paddle (+ Laser-Cannon) - solid shadow without animation (to avoid strange looking artefacts when overlapping with Guard-Line shadow)
Blocks - solid shadows without animation but with a slight dithering (I am not really happy with it... )

Originally, I had the Block shadows auto-animated with checkerboard but that has caused too much flickering on the screen - even when viewed on the real system + CRT monitor (it was much more noticable on my LCD monitor).
When an auto-animated checkerboard shadow is moving on the screen (like the Item shadows) there is no flickering noticeable and it looks great.
But when a checkerboard shadow is not moving (like the Block shadows) always a slight flickering appears in the "peripheral field of view". (http://en.wikipedia.org/wiki/File:Peripheral_vision.svg)

Just watched Blastar's latest "lens effect" demo again (topics/186542-new-ngcd-demo) on my real NGCD-System - when the B-Button is pressed the "lens" switches to a circle with a nice "flicker-free" blue transparency effect.
@Blastar - Do you think your "palette ram trick" could be used for my Block shadows (projected on a static background sprite)? If yes, are you maybe in the mood to share some more details on how you have obtained this effect?

This is how it looks now: