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December 8 2010
the level was not updated because it contains objects that are not publicly available yet. check back later.
The Background is now 100% original
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Following the ideals from Dark Forest, City Chill is taking first steps. This time i will open everything and hope that this becomes more of a community project, than the last proto level. I say this because back then, i was on vacation and had free time 24/7, now that i'm working again it's hard to keep the same pace. if you have any thoughts or work you wish to contribute, please post
Project files posted below. I'll try to keep them updated according to submissions.
Required files:
T-bar http://opensnc.sourceforge.net/forum/vi … php?id=615
Project Files:
be advised. errors abound. i'll fix whatever i can, but if you wanna do it or think of a better way to solve them, please do.
feel free to add stuff, and modify whatever you think is wrong,
Last edited by KZR (2010-12-08 23:19:36)
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Required files:
There is a new vesoin of the t-bar, with sparks and sound.
made by siverstepP.
siverstepP, can you upload the files?
Edit: where is snow.png?
Last edited by ssdw (2010-11-03 21:17:12)
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added. its the last image
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http://lc.ssdw.nl/levels/Users/1289173769.zip
I forgot to upload the new tbars. Also updating the t-bar topic.
EDIT 2: this is the fixed version.
Last edited by SilverstepP (2010-11-07 17:22:09)
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i forgot to mention:
there is practically no level. just a few spots to do some testing.
the purpose of the t-bar is to slide from building to building
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i forgot to mention:
there is practically no level. just a few spots to do some testing.
the purpose of the t-bar is to slide from building to building
Now I understand why I could not find the end of the level.
I don't like the (blue) springs, or was this temporary?
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temporary. i just wanted to see the bg moving without anything covering it. if you want to change the level layout you're welcome
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It's a noble work. My only concerns about this prototype brickset are the ripped content, the slopes, and the fact we're deviating substantially from the Art Specification Document. We should try to make things look more like classic old games (16, 32 bits), just like Charge already does.
I'll play around with gimp and see if I can get something done for sunshine paradise in that style, so I can post it here as an example.
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this one's gonna have NO ripped stuff at all. since free graphics don't count as ripped, i guess everything's ok if the license is respected to the fullest.
those images are full of leftovers and placeholders, but you're right those slopes are terrible. very angular. fortunately SilverstepP sent me a very nice template, and i think i'm going to transplant his slopes to this sheet.
i also agree that this doesn't look much retro. but it still has a long way to go. i guess it's only good when you say it is
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i've been searching for inspiration in snow cities. i believe these images meet Alexandre's description:
Anchorage - Alaska
Merril Field - Alaska
Denver
New York
Tokyo
what do you think?
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updated the sky image and bg script:
rename it to citychillsky.png, tinypic scrambles file names
# ================================================================
# Open Sonic
# Background theme for city chill Prototype
# ================================================================
# sky
background
{
initial_position 0 0
scroll_speed 0 0
behavior default
repeat_x true
repeat_y true
zindex 0
sprite
{
source_file images/citychillsky.png
source_rect 0 0 16 96
frame_size 16 1
animation
{
repeat true
fps 1
data 0 0 0 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12 12 12 12 13 13 13 13 13 14 14 14 14 14 15 15 15 15 15 16 16 16 16 16 17 17 17 17 17 18 18 18 18 18 19 19 19 19 19 20 20 20 20 20 21 21 21 21 21 22 22 22 22 22 23 23 23 23 23 24 24 24 24 24 25 25 25 25 25 26 26 26 26 26 27 27 27 27 27 28 28 28 28 28 29 29 29 29 29 29 30 30 30 30 30 30 31 31 31 31 31 31 32 32 32 32 32 32 33 33 33 33 33 34 34 34 34 34 35 35 35 35 35 36 36 36 36 36 37 37 37 37 37 37 38 38 38 38 38 38 39 39 39 39 39 40 40 40 40 40 41 41 41 41 41 42 42 42 42 42 43 43 43 43 43 44 44 44 44 44 45 45 45 45 45 46 46 46 46 46 47 47 47 47 47 47 47 47 47 47 47 47 46 46 46 46 46 45 45 45 45 45 44 44 44 44 44 43 43 43 43 43 42 42 42 42 42 41 41 41 41 41 40 40 40 40 40 39 39 39 39 39 38 38 38 38 38 37 37 37 37 37 36 36 36 36 36 36 35 35 35 35 35 34 34 34 34 34 33 33 33 33 33 32 32 32 32 32 31 31 31 31 31 30 30 30 30 30 29 29 29 29 29 28 28 28 28 28 27 27 27 27 27 26 26 26 26 26 26 25 25 25 25 25 24 24 24 24 24 23 23 23 23 23 22 22 22 22 22 21 21 21 21 21 21 20 20 20 20 20 19 19 19 19 19 18 18 18 18 18 17 17 17 17 17 16 16 16 16 16 15 15 15 15 15 14 14 14 14 14 13 13 13 13 13 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0
}
}
}
# city layer 3
background
{
initial_position 0 48
scroll_speed 0.02 -0.004
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.3
sprite
{
source_file Images/citychillbg.png
source_rect 224 400 384 64
frame_size 384 64
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# city layer 2
background
{
initial_position 480 64
scroll_speed 0.02 -0.0045
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.3
sprite
{
source_file Images/citychillbg.png
source_rect 224 400 384 64
frame_size 384 64
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# city layer 1
background
{
initial_position 160 80
scroll_speed 0.03 -0.005
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.3
sprite
{
source_file Images/citychillbg.png
source_rect 224 400 384 64
frame_size 384 64
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# monument layer
background
{
initial_position 0 96
scroll_speed 0.04 -0.0055
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.4
sprite
{
source_file Images/citychillbg.png
source_rect 0 400 224 64
frame_size 224 64
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# lights a1
background
{
initial_position 0 220
scroll_speed 0.06 0
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.2
sprite
{
source_file Images/citychillbg.png
source_rect 0 480 592 32
frame_size 592 32
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# lights 4
background
{
initial_position 0 240
scroll_speed 0.07 0
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.2
sprite
{
source_file Images/citychillbg.png
source_rect 0 528 592 16
frame_size 592 16
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# lights 3
background
{
initial_position 0 128
scroll_speed 0.08 0
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.2
sprite
{
source_file Images/citychillbg.png
source_rect 0 528 592 16
frame_size 592 16
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# lights 2
background
{
initial_position 0 96
scroll_speed 0.09 0
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.2
sprite
{
source_file Images/citychillbg.png
source_rect 0 528 592 16
frame_size 592 16
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# lights 1
background
{
initial_position 0 320
scroll_speed 0.1 0
behavior DEFAULT
repeat_x TRUE
repeat_y false
ZINDEX 0.2
sprite
{
source_file Images/citychillbg.png
source_rect 0 528 592 16
frame_size 592 16
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# city CLOSE
background
{
initial_position 0 96
scroll_speed 0.2 -0.0065
behavior DEFAULT
repeat_x TRUE
repeat_y false
zindex 0.5
sprite
{
source_file Images/citychillbg.png
source_rect 0 208 192 464
frame_size 192 464
animation
{
repeat TRUE
fps 1
data 0
}
}
}
# snow 1
background
{
initial_position 0 0
scroll_speed -0.25 0
behavior linear -25 40
repeat_x TRUE
repeat_y true
zindex 1
sprite
{
source_file Images/snow.png
source_rect 0 0 64 64
frame_size 64 64
animation
{
repeat TRUE
fps 8
data 0
}
}
}
# snow 2
background
{
initial_position 0 0
scroll_speed -0.3 0
behavior linear -30 60
repeat_x TRUE
repeat_y true
zindex 1
sprite
{
source_file Images/snow.png
source_rect 64 0 64 64
frame_size 64 64
animation
{
repeat TRUE
fps 8
data 0
}
}
}
don't be alarmed with the huge amount of frames. they are 16*1 px and repeat x and y. that does a nice day-night sequence that takes a few minutes to complete.
you'll see what i mean when you test it
Last edited by KZR (2010-11-26 14:54:21)
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updated the sky image and bg script:
rename it to citychillsky.png, tinypic scrambles file names
# ================================================================ # Open Sonic # Background theme for city chill Prototype # ================================================================ # sky background { initial_position 0 0 scroll_speed 0 0 behavior default repeat_x true repeat_y true zindex 0 sprite { source_file images/citychillsky.png source_rect 0 0 16 96 frame_size 16 1 animation { repeat true fps 1 data 0 0 0 1 1 1 1 1 2 2 2 2 2 3 3 3 3 3 4 4 4 4 4 5 5 5 5 5 6 6 6 6 6 7 7 7 7 7 8 8 8 8 8 9 9 9 9 9 10 10 10 10 10 11 11 11 11 11 12 12 12 12 12 13 13 13 13 13 14 14 14 14 14 15 15 15 15 15 16 16 16 16 16 17 17 17 17 17 18 18 18 18 18 19 19 19 19 19 20 20 20 20 20 21 21 21 21 21 22 22 22 22 22 23 23 23 23 23 24 24 24 24 24 25 25 25 25 25 26 26 26 26 26 27 27 27 27 27 28 28 28 28 28 29 29 29 29 29 29 30 30 30 30 30 30 31 31 31 31 31 31 32 32 32 32 32 32 33 33 33 33 33 34 34 34 34 34 35 35 35 35 35 36 36 36 36 36 37 37 37 37 37 37 38 38 38 38 38 38 39 39 39 39 39 40 40 40 40 40 41 41 41 41 41 42 42 42 42 42 43 43 43 43 43 44 44 44 44 44 45 45 45 45 45 46 46 46 46 46 47 47 47 47 47 47 47 47 47 47 47 47 46 46 46 46 46 45 45 45 45 45 44 44 44 44 44 43 43 43 43 43 42 42 42 42 42 41 41 41 41 41 40 40 40 40 40 39 39 39 39 39 38 38 38 38 38 37 37 37 37 37 36 36 36 36 36 36 35 35 35 35 35 34 34 34 34 34 33 33 33 33 33 32 32 32 32 32 31 31 31 31 31 30 30 30 30 30 29 29 29 29 29 28 28 28 28 28 27 27 27 27 27 26 26 26 26 26 26 25 25 25 25 25 24 24 24 24 24 23 23 23 23 23 22 22 22 22 22 21 21 21 21 21 21 20 20 20 20 20 19 19 19 19 19 18 18 18 18 18 17 17 17 17 17 16 16 16 16 16 15 15 15 15 15 14 14 14 14 14 13 13 13 13 13 12 12 12 12 12 11 11 11 11 11 10 10 10 10 10 9 9 9 9 9 8 8 8 8 8 7 7 7 7 7 6 6 6 6 6 5 5 5 5 5 4 4 4 4 4 3 3 3 3 3 2 2 2 2 2 1 1 1 1 0 0 0 0 0 0 0 0 0 0 } } } # city layer 3 background { initial_position 0 48 scroll_speed 0.02 -0.004 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.3 sprite { source_file Images/citychillbg.png source_rect 224 400 384 64 frame_size 384 64 animation { repeat TRUE fps 1 data 0 } } } # city layer 2 background { initial_position 480 64 scroll_speed 0.02 -0.0045 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.3 sprite { source_file Images/citychillbg.png source_rect 224 400 384 64 frame_size 384 64 animation { repeat TRUE fps 1 data 0 } } } # city layer 1 background { initial_position 160 80 scroll_speed 0.03 -0.005 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.3 sprite { source_file Images/citychillbg.png source_rect 224 400 384 64 frame_size 384 64 animation { repeat TRUE fps 1 data 0 } } } # monument layer background { initial_position 0 96 scroll_speed 0.04 -0.0055 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.4 sprite { source_file Images/citychillbg.png source_rect 0 400 224 64 frame_size 224 64 animation { repeat TRUE fps 1 data 0 } } } # lights a1 background { initial_position 0 220 scroll_speed 0.06 0 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.2 sprite { source_file Images/citychillbg.png source_rect 0 480 592 32 frame_size 592 32 animation { repeat TRUE fps 1 data 0 } } } # lights 4 background { initial_position 0 240 scroll_speed 0.07 0 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.2 sprite { source_file Images/citychillbg.png source_rect 0 528 592 16 frame_size 592 16 animation { repeat TRUE fps 1 data 0 } } } # lights 3 background { initial_position 0 128 scroll_speed 0.08 0 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.2 sprite { source_file Images/citychillbg.png source_rect 0 528 592 16 frame_size 592 16 animation { repeat TRUE fps 1 data 0 } } } # lights 2 background { initial_position 0 96 scroll_speed 0.09 0 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.2 sprite { source_file Images/citychillbg.png source_rect 0 528 592 16 frame_size 592 16 animation { repeat TRUE fps 1 data 0 } } } # lights 1 background { initial_position 0 320 scroll_speed 0.1 0 behavior DEFAULT repeat_x TRUE repeat_y false ZINDEX 0.2 sprite { source_file Images/citychillbg.png source_rect 0 528 592 16 frame_size 592 16 animation { repeat TRUE fps 1 data 0 } } } # city CLOSE background { initial_position 0 96 scroll_speed 0.2 -0.0065 behavior DEFAULT repeat_x TRUE repeat_y false zindex 0.5 sprite { source_file Images/citychillbg.png source_rect 0 208 192 464 frame_size 192 464 animation { repeat TRUE fps 1 data 0 } } } # snow 1 background { initial_position 0 0 scroll_speed -0.25 0 behavior linear -25 40 repeat_x TRUE repeat_y true zindex 1 sprite { source_file Images/snow.png source_rect 0 0 64 64 frame_size 64 64 animation { repeat TRUE fps 8 data 0 } } } # snow 2 background { initial_position 0 0 scroll_speed -0.3 0 behavior linear -30 60 repeat_x TRUE repeat_y true zindex 1 sprite { source_file Images/snow.png source_rect 64 0 64 64 frame_size 64 64 animation { repeat TRUE fps 8 data 0 } } }
don't be alarmed with the huge amount of frames. they are 16*1 px and repeat x and y. that does a nice day-night sequence that takes a few minutes to complete.
you'll see what i mean when you test it
Nice! You're really good at backgrounds, I must admit.
If I'm correct, the number of frames shouldn't slow down the game.... I think it's just the frame speed that could slow it down. (Alex, you'll have to confirm this). But keep up the good work, KZR!
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there should be no slowdowns, even on older machines, since, like i said, the bg source image is very small, the frames are very small, and it only runs at 1 fps. this technique is very old, except it use pallete shifting instead of line-shifting an image. the method is very similar, though.
thanks for the cheering
EDIT:
a mockup of a possible building with interiors. more mockups in progress.
Edit 2: Top post updated with the new sky image
some cars to be added to the brickset:
Last edited by KZR (2010-11-26 19:37:52)
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Your background moves the wrong way! Replacing all the scroll speed numbers with negative ones should fix this.
edit by admin: very large quote removed. Please use [ code ] and [ /code ]
Last edited by Alexandre (2010-11-27 00:41:01)
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Your background moves the wrong way! Replacing all the scroll speed numbers with negative ones should fix this.
thank you for pointing that out. will be fixed soon
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If I'm correct, the number of frames shouldn't slow down the game.... I think it's just the frame speed that could slow it down. (Alex, you'll have to confirm this). But keep up the good work, KZR!
I agree, KZR is doing such a great job here. Nice technique.
If you put more frames in the sequence, the whole animation will take more time to complete (it has nothing to do with the overall speed of the game). What controls the speed of the animation is the "fps" setting in the background/sprite configuration. This reminds me that the fps setting only accepts positive integers for now... Seeing this kind of problem makes me think it should accept any positive real numbers as well. I'll fix this asap.
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Seeing this kind of problem makes me think it should accept any positive real numbers as well.
do you mean numbers with decimals (floating point) ? because i tried them and the engine interpreted as an integer
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Alexandre wrote:Seeing this kind of problem makes me think it should accept any positive real numbers as well.
do you mean numbers with decimals (floating point) ? because i tried them and the engine interpreted as an integer
Exactly.
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great. that spares the work of typing one million frames thank you
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great. that spares the work of typing one million frames thank you
Will it work for objects as well?
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KZR wrote:great. that spares the work of typing one million frames thank you
Will it work for objects as well?
It already does
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does it work for bg's as well?
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does it work for bg's as well?
Ah. I misunderstood the question.
Since it's an easy fix, the floating-point fps setting is going to be available on bleeding edge 334 and greater. It's going to work for everything.
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Regarding the day-night sequence, some other ideas for the background came up.
None of them is done yet, and they may not all be cumulative, since the bg system is very limited. Maybe there are workarounds, but let's keep it simple.
I've been studying reference on snow climate, and i'd also like to keep it natural-looking
If you'd like to suggest anything please do
Current Features
Day and Night Sequence
2 layers of Falling Snow
Multiple parallax layers (with some bugs atm)
Possible Features (Cumulative)
Dynamic Weather (i.e. snow storm, snowy, not snowy)
Background Fogging dependent on snow level (layers close to zindex 0 become fogged)
City lights switching on at night and off during the day
Visible sun and moon on clear sky
Possible Features (Not Cumulative)
none yet
Edit:
How do you like these new building bricks?
They allow buildings with different shapes
Last edited by KZR (2010-11-30 17:33:44)
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