GP32 Using Pre-rendered images


JDUK

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I'll be starting coding for the GP in a week or so. And one of the projects im planning on working on is a game that will use pre-rendered sprites to give a psedo-3d kind of look. I realise im going to have to use fairly high quality (from a GP32 system spec point of view not Maya "high quality" ;) ) images so my sprites don’t look like blurry lego men. Are there any demos out there for the GP32 that use pre-rendered sprites just so I can see if my idea is feasible while still keeping a decent frame rate? Or can any one speak from experience?


Thanks.
 
Prerendered gfx can sometimes look kinda odd, because of different ligthing etc, but other than that i can't see any problem with it, the GP32 has pretty much memory so you can store many frames for animated sprites etc.

There are some SDK samples around somewhere that could help you out.

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mithris
 
It may be possible you add a layer or something like that to 'emulate' the lighting... hum... maybe I'm saying no sense... :lol:
 
To sort out lighting my levels have a constant main light source and the set of sprites the player uses are changed each level with the lighting of the model changed to suit that levels major light source.

I dont think the GP32 would do to well with Game Cude Resident Evil style multilayered pre-renders :)
 
If you intend to do smth isometric, then you will ofcourse run into other problems..:D we had lots of them at work, different
camera positions made it look kinda odd until we found the problem.

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mithris
 
Nah its 3rd person shoot-em-up, "camera" behind pre-rendered player sprite who cant stop or slow down or speed up.
Simple Clouds/ground paralax scrolling beneath player from the horizon to the bottom of the screen. Enemies scale in from in front of the player. Think Panzer Dragoon rip off ;) ..... Pocket Dragoon :D


So for lighting on an out door level i basicaly light the model from above then place a reflective plane under it (wont be in shot in the render) to imitate sun above with light reflecting of a layer of clouds bellow. It wont be perfect but hopefuly the game will have enough action to distract you from the minor gfx flaws.
 
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