hi I wonder what kind of extensions should I use to develope an f-zero racing game
(I mean f-zero 1 for old SNES)
there are any tutorials or engines should I look at?
many thanks
Edited by Koth
-K
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
6th June, 2009 at 11:58:58 -
If you are trying to recreate the game's engine you should use the Mode7 extension. This will give your game the exact same look and feel of F-Zero. The Mode-7 extension comes with examples that should help you to understand how to make a racing game.
Will do. I switched from mode7 to openGL now and am aiming to give it a 1995/1996 ish look. Meaning low-poly models and no texture filters and pixel-art textures and HUD. Just because I got really tired of drawing the vehicles from 8 sides.
I tried to make a mode 7 racer once but plotting 2d sprites on the 3d field just didn't work. But I did find a really good example with resizing objects too. I guess it's for MMF2 only.
Sprites in the mode7 ex object seems kind of shaky, but there are ways to work around that. I am not going to use that object for my current project though, there are better ways now.
Well, sprites are much faster than Voxel height maps. But then again for a racing game there is no reason why you can't just have a flat field and nothing more.
Originally Posted by Hayo Sprites in the mode7 ex object seems kind of shaky, but there are ways to work around that. I am not going to use that object for my current project though, there are better ways now.
I found my favourite use of the Mode 7 object was as a rear-view mirror on a 2d topdown racer's HUD; the topdown camera only showed the front view of the car (aided with some fancy viewport rotation camera work) so you'd have to use the rear mirror display to spot incoming rival drivers.
Edit: The mirror/mode 7 ex object being so small made the display look solid, too.