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Show posts MenuQuote from: ProgZmax on Sat 02/01/2010 10:34:09
My advice on drawing the fog would be to keep it simple. Take four colors from the grays (light gray, mid gray, gray, dark gray) and draw a fog bank in each of those colors. The sprite can be identical, the point is to have a few of them (like the Castlevania IV intro) to work with. Draw them sort of like wispy torn clothing at the sides and then write up a function that takes four objects (characters would work even better and could be easily switched to a new room) and slides them across the screen at different speeds in a looping fashion (brightest fog sprite to darkest). With 40-60% transparency on and the fog sprites overlapping you should see nice results without having to break your head. I actually used an approach somewhat like this for Mind's Eye, though the images were much much bigger. Obviously you could extend this to have as much fog as you like, though at some point you'll notice a performance loss.
Quote from: Jim Reed on Fri 01/01/2010 23:27:58
Go near a river at daybreak and bring a camera. =)
EDIT: Also, show us what you got, maybe I could make you a room and export it? I still owe you for thoose songs
Quote from: Jim Reed on Fri 01/01/2010 23:20:59
Well, the only things you need to draw using this method would be individual clouds of fog.
A nice way to draw it...hm...well, you could draw floor clinging, long, horizontal "clouds" of purelly white, and then make them transparent, according to the before-mentioned method. They should slowly move to one side, pushed by a breeze. Note that strong winds dissipate fog, so make that movement pretty slow.
Fog as you probably know, is just water vapour (just like clouds). If rain falls on a hot day, it would turn into steam (which is warmer than air), and go up. If it gets cold (night falls) the steam cools off and drops to the ground. That's when you get fog. Also, fog is present around marshes, because there is much water there to be turned into steam.
If this doesn't help, try googling marsh/swamp for some reference pictures.
Quote from: Jim Reed on Fri 01/01/2010 22:58:16
Some Dutch painters when painting ships, used a fog effect for producing depth.
This could be applied to this problem also.
Basically, fade everything in the distance progressively more white (if the fog is white). For characters, use .y coordinate to tint them more white as they go to the distance, draw the background elements that are more distant more faded, and add some objects to represent particular wisps of fog, making them fully white and adjusting their transparency to less transparent the further they are.
Quote from: monkey_05_06 on Fri 01/01/2010 19:54:11
1. Use a GUI. Possibly slow for a full-screen effect.
QuoteOne question though...is there a reason people hate indenting their code? Even if it's pseudo-code...this is still a big peeve of mine. Ah well... :
Quote from: ProgZmax on Wed 30/12/2009 04:34:06
Andrew McCormack had a birthday, hooray!
Quote from: InCreator on Wed 23/12/2009 21:24:16
Ok, thanks. I guess it's quite useless as wikipedia article describes it's failure to become important and lack of support. I was actually just wondering, why don't we still have something that's 10+ years late.
More serious question!
Is there something that creates connected vectors with endpoints, and I can link vectors-points and assign images to them so I have something to create animations simply?
I mean something exactly like SSH's walkcycle generator, but with more options and power?
Flash... feels a bit too complicated for such little task.
Quote from: Ben304 on Sat 26/12/2009 03:32:42\
Happy Babarthday!
Quote from: Ben304 on Sat 07/11/2009 01:41:47
Thanks Peder and Jim!
Glad to hear I'm unwittingly contributing to the fight against the MacCormack regime
Quote from: Ben304 on Wed 07/10/2009 07:16:14
Late one for Oliwerko, and happy birthday to Peder
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