Dock:
The game is all done in 2D.
The reason the antialising looks nice is because I wrote a custom rotation-with-antialising function.
The rotation function Blitz comes with for 2D images doesn't work right on images which have an even size. It does a very poor job of antialiasing as a result. Plus it changes the size of the image which though neccessary if you want to avoid clipping causes headaches with positioning things, because the resulting image doesn't always end up an even width.
My function rotates even sized images properly with or without antialising. Futhermore, when antialising it uses a cosine based interpolation. What that means is that if it is closer to the center of one pixel than to the center of another, instead of simply interpolating them linearly, it "weights" the one it is closer to so that it affects the final pixel color more. In a way, it is a blend of a pure antialiased image, and a pure non antialised image. This results in slightly less smooth lines, but they're also slightly less blurry, and the colors stay more saturated.
I've been thinking about adding these functions to my BOB system.
LineOf7s:
"But hey, you know what Scorched Earth games involve. Do that."
Well they're all a little different. I'm trying to find the best balance. Things you might not think are important can have big impacts on how fun the game is. Like how you aim for example. I was going to make it so you just move the mouse and click to fire, but I decided that is too simple. Though it would make the game fast paced, aiming that way just doesn't feel fun. I may instead make it so you have to click a button to change the angle, and then you move the mouse to adjust the angle. Or I may make it so you have to aim using the keyboard. I suspect casual gamers would prefer to aim with the mouse though. Aiming with the keyboard in Worms is fun though.
The game is all done in 2D.
The reason the antialising looks nice is because I wrote a custom rotation-with-antialising function.
The rotation function Blitz comes with for 2D images doesn't work right on images which have an even size. It does a very poor job of antialiasing as a result. Plus it changes the size of the image which though neccessary if you want to avoid clipping causes headaches with positioning things, because the resulting image doesn't always end up an even width.
My function rotates even sized images properly with or without antialising. Futhermore, when antialising it uses a cosine based interpolation. What that means is that if it is closer to the center of one pixel than to the center of another, instead of simply interpolating them linearly, it "weights" the one it is closer to so that it affects the final pixel color more. In a way, it is a blend of a pure antialiased image, and a pure non antialised image. This results in slightly less smooth lines, but they're also slightly less blurry, and the colors stay more saturated.
I've been thinking about adding these functions to my BOB system.
LineOf7s:
"But hey, you know what Scorched Earth games involve. Do that."
Well they're all a little different. I'm trying to find the best balance. Things you might not think are important can have big impacts on how fun the game is. Like how you aim for example. I was going to make it so you just move the mouse and click to fire, but I decided that is too simple. Though it would make the game fast paced, aiming that way just doesn't feel fun. I may instead make it so you have to click a button to change the angle, and then you move the mouse to adjust the angle. Or I may make it so you have to aim using the keyboard. I suspect casual gamers would prefer to aim with the mouse though. Aiming with the keyboard in Worms is fun though.