sj_zero on Nostr: Here's a (low quality to make it work ok over the fediverse) video of some of the ...
Here's a (low quality to make it work ok over the fediverse) video of some of the engine at work. I managed to get just enough cycles out of dosbox to get it to run at full speed.
The first bit is a slice of the gameplay from the first section, the second is from a cutscene where I had the shadows and rain active.
Doesn't look like much today, but most games on QB back then used tile*tile scrolling or pixel*tile scrolling, you'll notice the scrolling here is fully pixel*pixel, full screen, and has some neat effects like transparency -- the message box just darkens the spot it's in rather than drawing over it. I didn't actually change the default palette either, I created a lookup table and would read the current pixel value, look up the darker version, then write the darkened value.
The wavy water effect was particularly interesting. I've added footage showing it on its own.
https://social.fbxl.net/media/d21cb07080f007615ec50b1873fd6fdf37d5e3697465f0463bc1f0e71c58468c.avi
The first bit is a slice of the gameplay from the first section, the second is from a cutscene where I had the shadows and rain active.
Doesn't look like much today, but most games on QB back then used tile*tile scrolling or pixel*tile scrolling, you'll notice the scrolling here is fully pixel*pixel, full screen, and has some neat effects like transparency -- the message box just darkens the spot it's in rather than drawing over it. I didn't actually change the default palette either, I created a lookup table and would read the current pixel value, look up the darker version, then write the darkened value.
The wavy water effect was particularly interesting. I've added footage showing it on its own.
https://social.fbxl.net/media/d21cb07080f007615ec50b1873fd6fdf37d5e3697465f0463bc1f0e71c58468c.avi