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Don’t starve, Diablo – Parallax 7

simonschreibt.de

11–20 of 63 posts

Re: Don’t starve, Diablo – Parallax 7

#11
post #7

It sounds like the dev was very satisfied with parallax, but I don't recall ever using it. I think it just felt weird after already getting used to the default.

It also degrades the visual quality of the sprites by not rendering them in 1 to 1 scale. From a modern standpoint where a bit of 3D does not have a wow factor I think it actually looks worse.

Re: Don’t starve, Diablo – Parallax 7

#12
post #7

It sounds like the dev was very satisfied with parallax, but I don't recall ever using it. I think it just felt weird after already getting used to the default.

It did give a sense of 3D back then when the character is moving fast with a lot of obstruction objects (walls and trees) passing by. Some rendering also gave better lightning effects AFAIR.

Re: Don’t starve, Diablo – Parallax 7

#13
One bit: > However, I don’t know why the lower edge of the sprite is bent that way. For the perspective it wouldn’t be necessary (below is a 3Ds Max scene to show that the horizontal lines are straight if the camera isn’t rotated around its front axis):

I think (think!) this is necessary to simulate a vanishing point "below" the ground for vertically-oriented sprites. If the three pikes rotate out at the top, the bottom has to rotate a bit with it. A skew transform wouldn't look right.

The 3dmax scene didn't show much of it b/c it was straight-on with the viewport and with square textures a skew looks ok.

In the moving example, the three stakes would indeed spread out w.r.t. the eye position in real-ish life as you got closer. The 3dmax render does not illustrate this well.

Re: Don’t starve, Diablo – Parallax 7

#14
post #7

It sounds like the dev was very satisfied with parallax, but I don't recall ever using it. I think it just felt weird after already getting used to the default.

I also found that it was "closer" in and I couldn't see as many of the enemies. For casting, this was an issue.

Re: Don’t starve, Diablo – Parallax 7

#16
post #2

Ah, it was on my list, now I can cross it, thanks. If someone knows how the sky of world of warcraft is made (and to a lesser extent the ground of warcraft3 which I think is a clever use of marching squares), please let us know, Ive been wondering for 10+ years. It has an incredible amount of features (day, night, clouds, moon, stars, etc), it's gorgeous, light, updates beautifully every other frame or so and no, it'…

> and to a lesser extent the ground of warcraft3 which I think is a clever use of marching squares

Ground textures, cliffs, and ramps are tiles.[1] A heightmap modifies tile corners.[2] Everything else is an individually-placed object.

[1] https://www.hiveworkshop.com/attachments/wc3search-tutorial0...

[2] https://www.hiveworkshop.com/attachments/15-jpg.7734/

Re: Don’t starve, Diablo – Parallax 7

#19
post #18

Was this a normal option that could be enabled? I played countless hours and I don't remember it at all. The article mentions Perspective Mode like it was something that could trivially be turned on.

The article clearly says the mode exists in the game but it wasn't exposed through options and it's not mentioned in any official documentation.

Re: Don’t starve, Diablo – Parallax 7

#20
post #18

Was this a normal option that could be enabled? I played countless hours and I don't remember it at all. The article mentions Perspective Mode like it was something that could trivially be turned on.

The article clearly says the mode exists in the game but it wasn't exposed through options and it's not mentioned in any official documentation.

I only played it years and years after release at the behest of an obsessed friend, but when I played it, the setting was right there in the options menu
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