Some weather effect tinkering ^w^
Tech & VFX artist @ SpryFox
Trans girlflux, bi, autistic, just generally gay & nerdy as hell
Pronouns | She/They |
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Tumblr | glairedaggers-art.tumblr.com |
Pronouns | She/They |
Bluesky | https://bsky.app/profile/glairedaggers.bsky.social |
Tumblr | glairedaggers-art.tumblr.com |
Some weather effect tinkering ^w^
Some weather effect tinkering ^w^
Recently I've been tinkering with Sega Saturn stuff. One thing I did was figure out how to scroll the RBG0 layer per scanline from an H-Blank interrupt for cool wavy effects (as you can see in the last video I posted)
It turns out there's a certain kind of nerd who gets real mad when I say I'm doing that lmao.
"NOOO you only have so many CPU cycles, interrupts have a cost, you should be using an NBG layer with linescroll table instead"
Bud I've seen Gameboy Color games do this in a cave with a box of scraps. This should be no problem at all for the Saturn.
Some fancy-ass water effects! Done by modifying rotation plane parameters per-line from an hblank interrupt :)
More #SEGASaturn tinkering. Simple makefile-based content pipeline w/ Python scripts. Animated sprites are converted from YAML+PNG files, map data is converted from LDTK json files.
More #SEGASaturn tinkering. Simple makefile-based content pipeline w/ Python scripts. Animated sprites are converted from YAML+PNG files, map data is converted from LDTK json files.
Wanting to get back into pixel art VFX, scribbled this real quick on the iPad last night before bed
He's SCHMOOVIN'
Working on a custom animated sprite format + conversion scripts, plus writing a bunch of game state management stuff around that executable overlay stuff I was working on
(so for example now you can just call StateManager::PushState(StateType::Field) and it will handle cleaning up the previous state, resetting texture heaps, loading in the correct executable overlay, & creating an instance of the FieldState and calling it)