These 5 days with you has been really fun and interesting, thank you Mr. Justin for sharing your knowledge of creating 2D games, it was really exciting and interesting, I have learned alot from you and hope to see you next year, thank you for coming to medan🙌🙌🙏🙏
Ran across an old .gif of a game I was working on, think I uploaded a pic of it once before. This post is mostly to test gif to instagram. This game was around 2001ish, and was programmed for DOS.
The problem with this one, it uses 32bit dos extenders, and for years, dosbox didn't support this one. It's also a funny VESA mode, I think 640X480 16 bit with an extra bit in green, but it might be 15 bit, I honestly forget.
Since the game was written close to the metal, the only things I had were putpixels and arrays to make all the artwork. And 640X480 was a pain in the butt to use, as you can only access 64K of a video cards ram at any one time, this chunk was called a bank. To write to another block, you had to bank switch, which was very very slow. To combat this, I had a back buffer I'd draw the sprites to, then just copy then in order to each bank. Much faster, and once you make your own drawing procedure, transparent to the programmer.
The ivy was made by a friend of mine named Ivy, which I get a kick out of still. It was an RLE bmp, which took me a while to figure out back in the day. Looked like a rainbow pony threw up the first few attempts at loading it.
And yes, it was a Zelda/Ys hybrid. Cause these games are awesome.
Second year Game Art student, and teaching assistant, Natasha working on a project in Marmoset.
dynamic 2d shadow for "deadly balls"
پیاده سازی سایه دوبعدی پویا، این ویژگی توی آپدیت جدید به بازی توپهای مرگبار اضافه شده.
1- ایجاد سایه به صورت رانتایم هم اندازه با عرض آبجکت پدر، دنبال کردن آبجکت پدر.
2 - تغییر اندازه سایه بر اساس میزان فاصله سایه با آبجکت پدر.
3 - تغییر ترنسپرنسی سایه بر اساس میزان فاصله سایه با آبجکت پدر.