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Layer Masking
#6
Hi!

Let's face challenges one by one. Tilengine is a 2D graphics library that emulates -and greatly expands- the inner workings of 2D video chipsets. For faking 3D effects, one must be creative and work around individual limitations, instead of trying to find one global approach that fits all.

As I can see, the flying shadows only go outside the board during startup animation, that's the moment where you need to overlay the background. Even if you want to float pieces during gameplay, you can overlay it. The rotation/perspective change where you change the prerendered board background is not interactive, all pieces have the shadows inside the board and the player can't do anything. During the transition, you can safely get rid of the background overlay, there's nothing to cover outside the board.

What do you think?

Sprite testing against a destination bitmap mask -not against a layer- could be a cool feature to implement, but with the uses cases you suggested I think it's not required yet. No classic 2D chipsets had such feature.

What other visual effects are you considering?
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Messages In This Thread
Layer Masking - by sputnikus - 03-09-2025, 04:59 AM
RE: Layer Masking - by megamarc - 03-09-2025, 08:57 AM
RE: Layer Masking - by System64 - 03-09-2025, 09:59 AM
RE: Layer Masking - by sputnikus - 03-09-2025, 11:21 PM
RE: Layer Masking - by System64 - 03-10-2025, 02:52 AM
RE: Layer Masking - by megamarc - 03-11-2025, 05:29 AM
RE: Layer Masking - by sputnikus - 03-11-2025, 07:50 AM
RE: Layer Masking - by megamarc - 03-13-2025, 04:53 AM

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