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DarkBASIC Professional Discussion / Background animation...HOW? Help, please...

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The Slayer
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Playing: (Hide and) Seek and Destroy on my guitar!
Posted: 31st Jan 2011 02:39
Hi all, this image below does look good, hey? :-Y
Well, it's part of a new exciting game I'm going to make. An adventure game, with lots of puzzles, great music and sounds, awesome graphics and a good story to make it a great experience.
I'm rendering all teh background images for the different scenes in the game, and then I'll use invisible 3D objects which will define the boundaries for the 3D character(s) to move.
Anyways, the 'problem' I'm facing here, is the fact that I want to have these backgrounds (for the scenes) animated (like for example the water in the pic below).
The problem is not to make the images that make the animation, but rather the method to display this animation.
What method is the best and fastest to do background animations? Should I just use animated sprites? Or make a plain object and texture the images onto the plain inside a loop?
The resolution of each image in the animation would be the size of the window resolution.
So, what are your thoughts or suggestions about this? Any help is appreciated.

Thanks!



SLAYER RULES! YEAH, MAN!!
Pincho Paxton
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Posted: 31st Jan 2011 19:09
The water could be a texture. Smaller objects could be sprites.

enderleit
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Posted: 31st Jan 2011 19:39
Probably have to plan it out a bit. A textured plane is probably best if you want to use other 2D commands on top of everyting else... like text or a UI, because you can only draw to back or to front one at a time... Meaning you can't draw to both front and back in one frame...

DVader
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Posted: 31st Jan 2011 19:54 Edited at: 31st Jan 2011 19:58
Well I once played with a text adventure type thing, that simply used avi files, using play animation. I was only playing around with ideas at the time, but it looked nice and worked fast enough for an adventure. I used a couple of windows vista scenes as test anims, a house with smoke puffing slowly out the chimney, grass swaying in the breeze, that sort of thing. If you just want a scene that is static but has some simple touches like this it works well. Obviously if you can make your own loops that work as well as those, I would say that is the best way to go for the type of effect you are after. Obviously it would require you to build the scene as on looped anim rather than having a backdrop and sprites in front, but would probably look better in the end than faking it anyway.

For 3D you could play animation to texture and use a 3d plane for the scene. Possibly disabling zdepth so you can make objects move around in and out without worrying about it going behind the plane.

http://s6.bitefight.org/c.php?uid=103081
Quel
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Posted: 1st Feb 2011 00:58
Well, You need to render out all the main layers separately, and with any method you'd like, put them onto each other. The cool thing comes with the layer (sprite, texture plain, really whatever...) which has the water on, the pro solution with endless possibilities is manipulating the texture with memblocks (the built in example code in the help file is perfect with some customization!), or you could make the water plain not a single poly plain, but a plain with many rows of polygons. And then manipulate the edges' positions with the vertex commands OR simply by bone animation.

These are all real fast methods.

Though rendering animation frames for the water is also not out of the question if done right. OF course by finding the lowest possible frame count where you can achieve a perfect loop. Since it is animated and in the background, if you half the resolution for only the water, no one will notice.

The official memblocks showcase example right from the DBP help:



(i copied it here just for a quick look, check your help files, so you can see it in action!)
Quel
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Posted: 1st Feb 2011 01:01
By the way very nice style you have here, let the programming be this nice too and there you (& we) will have an awesome game!
The Slayer
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Posted: 1st Feb 2011 01:48
Thanks a lot guyz for all the suggestions/ideas!
The goal for this sorta game would be to make it 2.5 style. Having the backgrounds pre-rendered (animated or not), and use 3D models in front of the background for characters and boundaries (collision).
Basically, I would only have one sprite (or plain object) for the background, and have teh pre-rendered images (all the size as the screen resolution) as one animated sprite or texture.
I'm just searching for the best method to do this and keep teh framerate as high as possible.
One other thing that I'm not sure about yet, would be shadows. I would like to have my 3D characters have shadows, but since the objects that the characters would collide with are going to be hidden, there wouldn't be any shadowing, right?
Maybe it would be easier to prerender the characters too, and do the same for the shadows? Do it all in 2D?
Any more ideas anyone?
Thanks!

Quote: "By the way very nice style you have here, let the programming be this nice too and there you (& we) will have an awesome game!"

Thanks, Quel! Thats my main goal! I want to make this game worth playing.

Cheers

SLAYER RULES! YEAH, MAN!!

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