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Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Sat Feb 27, 2010 11:25 pm
by Jon God
carlinho wrote:sometimes 16 angles for units that are too wide is great
but I think it definitely takes a toll on slower computers...by what I'm reading...
or I'm getting it wrong?
Offtopic: I really want to see someone make a really low res 360 view unit. It would be interesting to see how it would look, for sure.
Maybe a single tree with 360 angles, at a low resolution.
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Sun May 09, 2010 1:32 pm
by Point
scenery seems to lag more than units at the higher angles... the choppers in CPR have 24 angles... yet dont seem to lag... though 16 angle scenery seems reall choppy on my mac...
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Sun May 09, 2010 10:20 pm
by iron
Renwood's right - either you need to have so many view angles that the constant change of sprites looks smooth, or you stick to 8 views to keep changes to a minimum. Anything in between tends to be distracting.
Tanks and cannons etc would benefit from having many view angles. Not sure that a dwarf or zerk would though.
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Mon May 10, 2010 2:52 pm
by GodzFire
OMG AN IRON SIGHTING! QUICK, GET THE NETS!
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Tue May 11, 2010 10:20 am
by Deqlyn
OMG A GODZFIRE SIGHTING! QUICK, GET THE THERAPISTS!
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Tue May 11, 2010 10:32 am
by vinylrake
sure, bring the rapists into this.
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Tue May 11, 2010 10:42 am
by William Wallet
(shrug) I'd never noticed that the Trow had more angles until I went digging in Amber. I reckon just throw more on there without telling anyone and see how they react.
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Tue May 11, 2010 1:36 pm
by Deqlyn
Classic SNL VR
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Sun May 16, 2010 7:00 pm
by Renwood
thats it! im making a 1440 angled HD Satchle...and Big puss bit!
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Mon May 17, 2010 9:51 am
by Deqlyn
LAG!
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Mon May 17, 2010 11:48 am
by vinylrake
who says i have no self-control?
Re: Myth Dev. 16 Sprite Rotations for collections??
Posted: Tue May 25, 2010 8:59 pm
by Renwood
I allmost forgot that the last unit ooga and i produced a few months ago was a 64 angled myth cannon (as seen on redemption) im trying to get ooga to make a youtube video of it where the camera rotates around it since ooga has FRAPS.
having a ton of angles for animated units really isnt doable in myth at this time though.
it IS possible, but would require much new myth engine coding and streamlining that only a PAID dev team should tackle.
-Renwood