5 level greyscale? I can't imagine that looks too good in Axe, how are you going about that? Mixing 3scale and 4scale commands or something custom? With the extra sprites that need to be displayed for the extra tone depth, I am eager to see how this all pans out, especially with a sprite heavy game like most shoot-'em'up's are. I look forward to more info and updates!
Basically, 3 sprites, two regular sprites with the areas for the middle grey predithered, and thethird sprite is where the middle grey is. And it shall be displayed using DispGraphrr
AS long as you're fine running your game at less than half speed and even then aren't going for any feel of clean grayscale, go ahead with that idea
I think the idea of having levels of gray that aren't powers of 2 is extraordinarily stupid, albeit maybe unless you use 8 level routines for levels 5-7, but just not using certain close colors. It's ugly, slow, and not needed. Also, not mentioning, that having the amount of grayscale levels as the main point of the game (instead of fast/smooth gameplay, crisp graphics, fun concept, etc.) sets you up for focusing on that and coming out with an otherwise crappy game.
I think the idea of having levels of gray that aren't powers of 2 is extraordinarily stupid
I thought it was powers of 2 plus 1? For example for 5 scale dither patters you would get a nice nibble to work with your dithers
Similarly for 9 level greyscale your dither pattern takes up a whole byte. Either way, since this is not native greyscale, I hope you can keep the speed up enough with the extra graphics! Any development on gameplay ideas?
IMO, a whole third buffer for just one more color is just a bad idea. Plus, having tried what you just described with 5 level before, I can tlel firsthand it doesn't come out as well as 4 level and therefore 4 level is much more worth using, since clean grayscale and less space used is more than worth one extra color.
I'm still a bit confused as to how you are achieving 5scale graphics using the 4scale routines. Could you elaborate more? Also, you say the third sprite is unnecessary? Does that mean you are switching back to 4scale?
Yes, manual dither. And the pixels on both buffers are the same color. I tried alternating between the two greys, and it looked awful.
EDIT: I made a mockup of how it's gonna look. The following screenie shows the player ship firing some shots. The finished game will be able to handle multiple shots at the same time, but this is also a test of clearing it, so...enjoy!
I was looking at it more, and decided that the midgrey just made the shots harder to see, so I'm probably gonna drop it. I'm not gonna use it if I don't have a good reason, and right now it doesn't look like I have a good reason.
On the other hand though, fire moves with you, so if you're moving to the right when you fire, it'll be moving to the right too.
Also, if you were doing middle grey yourself, and then using DispGraphrr for your other greyscale, that wouldn't create an even ramp of colors. It would go from 0 to 33% to 50% to 66% to 100%. That might be by your middle grey was so hard to see, since it wasn't that much more different than the greys around it.
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