New Voxel Engine for FCEUX
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Re: New Voxel Engine for FCEUX
Cool!
What happens if you use a 3D 'style' NES game will it look 2D?
Is that you talking?
What happens if you use a 3D 'style' NES game will it look 2D?
Is that you talking?
Re: New Voxel Engine for FCEUX
Given the Mega Man example, I'd assume so.WedNESday wrote:What happens if you use a 3D 'style' NES game will it look 2D?
Re: New Voxel Engine for FCEUX
I vote for having 3 layers, one for sprites with no priority over the background, the background, and sprites with priority over the background.
Then when you swivel the camera you can see all the layers better, this will provide some "depth information" of sorts that the video noted was lacking.
Then when you swivel the camera you can see all the layers better, this will provide some "depth information" of sorts that the video noted was lacking.
Re: New Voxel Engine for FCEUX
It may be not that easy. Just take SMB3 as example of sprite priorities.
Re: New Voxel Engine for FCEUX
If sprites are completely in front of the background, they'll appear to be walking on air. But it might just work if they are displaced outwards a little (less than half their depth, I guess), so that they can still stand on background tiles. What might still look weird is when background sprites are used for masking foreground sprites (i.e. the "?" blocks in SMB3).beannaich wrote:I vote for having 3 layers, one for sprites with no priority over the background, the background, and sprites with priority over the background.
Re: New Voxel Engine for FCEUX
No solution will work for all games, clearly. But I think for games like Mega Man, etc it would help the effect. And I agree, you'd have to displace each layer by 1/2 or so, so everything still kinda overlaps. It would just add some depth where its needed.tokumaru wrote:If sprites are completely in front of the background, they'll appear to be walking on air. But it might just work if they are displaced outwards a little (less than half their depth, I guess), so that they can still stand on background tiles. What might still look weird is when background sprites are used for masking foreground sprites (i.e. the "?" blocks in SMB3).
Re: New Voxel Engine for FCEUX
Cool
I agree w/ the 3 layers idea. That should probably work out better (though of course not on all games)
Re: New Voxel Engine for FCEUX
This is awesome! I love voxels. I started a small Minecraft clone, and made a 3D sculptor using the marching cubes algorithm. I tried to think of other cool things to do with them, but failed to come up with any ideas. This is a great idea though. I really like it 
Re: New Voxel Engine for FCEUX
It would be cool to have a mode like this for single screen games (Mario Bros., Donkey Kong, etc.).
The wireframe box is a sprite object. Make the background with thickness = 3 units, and the sprites with thickness = 1 unit, and place the sprites at the "middle" of the background's Z axis. Good for games where sprites don't overlap with BG
The wireframe box is a sprite object. Make the background with thickness = 3 units, and the sprites with thickness = 1 unit, and place the sprites at the "middle" of the background's Z axis. Good for games where sprites don't overlap with BG
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Re: New Voxel Engine for FCEUX
What about sprite->sprite overlap?Punch wrote:It would be cool to have a mode like this for single screen games (Mario Bros., Donkey Kong, etc.).
The wireframe box is a sprite object. Make the background with thickness = 3 units, and the sprites with thickness = 1 unit, and place the sprites at the "middle" of the background's Z axis. Good for games where sprites don't overlap with BG