Game development opening

xiaoxiao2021-03-06  77

First, what game makes a game? If you call you, what would you answer? Is the role play or an immediate strategy? For the majority of game programming enthusiasts, the answer will definitely be a role. So, what kind of role playing game? I believe this problem is no doubt. Everyone will definitely say: "" Xianjian "style." Indeed, since the "Xianjian Qi Chuan" has become an unbeaten myth in the game industry since the world in 1995. We may ask: "Who will break this myth?" My answer is: "We! By our vast game lovers." I created an unique computer game creation group with a group of students, from June 1997 Started to work on computer games. I think you are watching this article, maybe you and our "peers"? Asked: "How do you do this?" First, we need a group of staff, making a game requires at least the following staff: Plan: responsible for planning the game production. Screenwriter: The script of the game is written. Character Design: Design the image of the characters in the game. Scene Design: Design to maps, scenes, and items in the game. Computer art: Enter all images designed to enter the computer. Animation Design: Design a variety of animations in the game, including the title, the end, etc. Moving design: According to the various movements and spells of the script of the script. Program: Responsible for writing in the game. Map Production: Map used in the game with a design map editor. Script production: Write the game plot data according to the script. Sound production: Various music and sound effects used in the game. Test: All kinds of testing work is made. Promotion: Promote and issue the game after the test is completed. Can find a proxy. These work can be properly part-time. For example, planning and programming part-time job, delicious part-time job! Second, the game planning planning is the general command of a game creation group (group, studio). He will be responsible for specific arrangements for the entire game, such as development environment, game operating conditions, game style, and so on. To make a qualified game, if there is no good plan, then this game may be difficult. However, the general small creation group is planning and programming, such as I just. So what do you want to do? Determine the operating system running the game. The advantages and disadvantages of various operating systems are shown in the following table: Operating System Advantages Disadvantages Recommended Programming Language DOS Series Direct control hardware, fast speed, convenient programming. For some multimedia devices, you need your own drivers. (The graphics card can be programmed according to the VESA, and the sound card can be programmed by SB16.) WATCOMC / C 11.0 or higher Windows3.xWindows9x programming is independent of hardware, and multimedia control is convenient. The speed is slow, the message is inconvenient, and the hardware cannot be directly controlled. DirectX is too complicated, too slow. Visual C / C , Borland C / C OS / 2 is easy to control hardware, and the speed of the game is unknown. UNIX Series If you choose UNIX, I recommend that you can directly control hardware, programming and hardware, easy to control various multimedia equipment must use the MAC series computer FC-OS Japan's home game console platform, programming Assembly language. SEGA-OS Japan's home game console platform, using special programming tools on your computer. PS-OS Japan Sony's home game console platform. There is no detailed information on this site.

CPS-OS CAPCOM's arcade running platform (Dading Ding "Street Hergent" is born here). There is no detailed information on this site. NEO-GEO Japan SNK's home game console and arcade running platform. There is no detailed information on this site. One point, please pay attention: Do not set the game's running model. Because now is not everyone with Pentium III, plus VODOO. By the way: Most data from computer players rarely go to the game running under what operating system, don't think that the DOS version of the game is no longer played. "The Heroes 3" and "Jianghu let me" not run under DOS! . Determine the screen clarity of the game. We will use standard VGAs to be able to achieve a low definition; the clarity of SVGA can be implemented is called high definition. See the following table: low definition high definition resolution 300x200x256, * 0x480x16, etc. * 0x480x256, * 0x480x65536, etc. Show the standard unified. Multi-layer reel animation can be achieved quickly. Used to do the title in the game, the end of the movie is better. The picture is good, and the perspective is large. Disadvantages The picture of non-animated pictures is difficult, and the emission of the sawtooth is too large, and the memory should be paid, and the speed is slow. If you do not use VESA, you need to write a driver for each graphics card. Now, if you want to make a commercial game, you can't choose a low definition. The minimum is also available * 0x480x256 colors. If it is not enough programmers, it is not possible to select low definition. For example, a "street tyrant", you can choose 320x200x256 colors of clarity. If you select 256 colors, you must first adjust a super palette (the webmaster provides one, which can be downloaded .1851 bytes) to accommodate a variety of complex pictures. If your programmer has the ability, you can choose 65536 colors. Because 65536 colors are directly sent to three original colors, any color can be expressed. However, the amount of data to be processed is doubled than 256 colors, and only 256 colors are only half the display speed. Since July 1997, it has been committed to the production of role playing games. The screen clarity is 800x600x65536 colors, the effect is good, the speed is faster than the DirectX under Windows 9X, and the one can reach 42.7 frames per second (cool! The model is just AMD K5-PR133, memory 40 , PCI graphics card 1MB memory, no 3D accelerator card). Of course, I will rely on my Watcom C version of the super graphics acceleration engine, and those who are interested in making games can contact me. Determine the screen perspective of the game. See the table: From the perspective of the game type 2D 90 degrees, it is also known as the horizontal "Street", "A Cat, Dog", "Jianghu", the engine design is simple, can be used to make 2D fight, horizontal version of the action class Games and RPG. 2D 45 degrees Overlook "The Knight Heroes 3" is the same as the previous one, but the map is large. Can be used for RPG production. 2D oblique 45 degrees overlooking (recommended) "Swordsman Chivalrous Biography", "Feng Yun" is more complicated than the top two, but the effect is the best in today's 2D game. Can be used for RPG production. 3D first person "Quake series" 3D third person "Tomb Raise"

Here, the design of the third 2D oblique 45 degree top view is highly recommended downwards. Although the design is going to trouble, but think about it: What if you don't have to? Are you the first two? Still two? Determine the picture style of the game. See the table below: Style representative Features Japanese "Rivers and Lake", "Time and Space Heroes 2" shows the best results with the least lines and colors, looks like a Japanese comic. American "Diablo", "Feng Yun" is full of realistic, and it looks like a movie. Chinese "剑 侠 传" This is a Japanese and American integration. I feel very real when I don't pay attention, think about it carefully, no! Chinese comic "A cat Aka", "Chibi" to express people with delicate lines. Determine the operation method of the game. For the production of RPG games, there are three ways to operate with keyboard, mouse, and handle. In these three operations, the technology is most mature with keyboard operation, the most simple achievement, the same effect is also the best. So I recommend you choose the keyboard operation plan. At this point, we can see it. In these five options, except for the fourth. All other four options have a major connection with program design, so you must communicate well with program designers. Fortunately, most of our game creation groups (teams, studios) are planned and programmed. Third, the screenwriter and script production screening will mean the script needed to write the game. It can be self-created, or you can adapt the novels and stories. For the latter, you must be in the game: "This game's script author × × × Please contact this creation group, we retain your draft fee X yuan (RMB, if you need foreign exchange, according to the day of China ), Please find the financial person in charge of this creation group before XXXX year XX. "Okay, joke is also almost the same! However, if you really take someone's novels when the game script, the above sentence must not be less. Since the screenwriter is responsible for writing the script of the entire game, the scripting production is responsible for writing game plots according to the script. So their work is very important. Think about how the "Swordsman Chivalrous Biography" is emotional, you should know how important a good script is for the game. However, with a good script does not mean this game can touch players. Scripting is also quite important. Think about the "New Lushan Swordsman" you should know if you hand over a good script producer, is it still able to kill the player? Due to the work of the script and script is almost unparalleled. So I recommend your creation group (group, studio) is best to let the script work on the script production, and write it directly according to the game script when writing the script. This will minus a process, and it can also achieve a very good effect. So how should a played script should be written? I can't make it clear about this problem, because the times are progressing, players are getting higher and higher, so this question will let your screenwriter you want! I can only tell you the point of view. The main conversation is used to express people and plots in the game, so we must pay attention to the human dialogue when writing scripts, and use dialogue to fully demonstrate the character and habits of each person (at least the protagonist). According to the previous development, it is necessary to focus on the characters in the game; rather than combat actions. So in the script, every battle is directly written directly. In the game script, there is no need to describe the scene, the appearance, the shape and character of the character (except special circumstances, such as a battle animation after defeating the final devil). These work are scene design and character design. If the script is adapted to the novel of others (such as "Journey to the West"), it must respect the original actions, and it is best not to change the content in the original. If the script is based on the real story (such as "Hua Mulan"), it must not only respect the original, respect history. Can you rewrite history! If the script is based on mythical legends (such as "Tianxian"), it will not leak the era.

If there is an era, you must pay attention to the customs of the time, otherwise it is to rewrite history. Note: The disclosure era is multifaceted, not just the year. If the script is created by itself, don't pull in the plots and characters in others' novels or games (limited to copyright), otherwise, others can fight with you. Bike creation script, if there is a connection with the existing story, it is best not to rewrite the original content, including character character and treasure characteristics, etc. For example, when you write "Western Travel Notes", Sun Wukong's character can not be different from Sun Wukong in "Journey to the West"! When you create a script, if you use a true name, you should pay attention to the real geographical location and the local people's customs. "Xianjian Qi Chuan" has made a serious mistake: from Hangzhou to Dali should go to the southwest, and Li Xiaoyao has been away from the north. When you create a script, make sure that you don't conflict with any existing stories. Don't write it together. For example, there have been a scene of Zhuge Liang (the Three Kingdoms) of Zhuge Liang (the Three Kingdoms) in your game. Except for the chaos of time and space (such as "Jin Yong Qun Xia Chuan"). When you create a script, if you connect two unsitable legends or stories. It is necessary to pay attention to you must get it, otherwise it is to be joke. When you create a script, if you use the legendary characters, you must pay attention to these characters belong to the legendary (Legendary person classification as shown in the table). If there are two or two types of legendary characters, it must be arranged according to the basis, and it is not messy. The legendary character can contact the legendary legendary legendary female, Pangu China Taoist legend China Taoism legend Yu emperor China's emperor China, the Buddhist legend Buddhism legend Xi Tianru Fourth, the artist and computer artist and computer art, the same is all US workers, the music is only in the art of painting; the computer art is painted on the computer; the same is painting, so I suggest you: let you The beauty and computer work are part-time. Regardless of whether the art worker and computer art are part-time, there is a problem, that is: How do you paint in computer games? Generally, it is divided into three steps: First, painted original paintings on paper by artists. Second, the original painting is drawn on the computer by the computer art. Third, from the US pointer, the computer artist is further modified on the painting of the computer. If you have a scanner, then it is necessary to be some. The next step is to determine the picture style of the game. In the second chapter "Game Planning", we introduced four painting styles, Japanese, American, Chinese and Chinese comics. In terms of effect, it is best to use Chinese. But there is a question is: Is your artist and computer art so high? It is not that I deliberately degraded, but this style is really too hard to do. So I recommend you adopt a Chinese comic book style. Chinese comics is evolved from traditional Chinese comics and Japanese comics. It is characterized by thin lines and can fully show the characteristics of characters. Since its color is simple, it is especially suitable for the production of high definition (* 0x480 and above). However, because the lines of Chinese comics are required to be delicate and clear. Moreover, the number of thin strips is significantly more than the Japanese comics (about 10 times). Moreover, some of our "painters" are also used to Japanese comics, so it is invisible to increase the difficulty and workload of artists. Here is the key points you have to pay attention to when the artists and computer art workers should pay attention to. Please refer to: Japanese comics only require the shape of the same shape to be true, and ignore the three-dimensional sense; and Chinese comics not only require the shape of the shape, but also requests Through the line to show a three-dimensional sense. Therefore, the American worker must pay attention to the three-dimensional feeling during painting. The line requires delicate and smooth. When the beauty is in painting, some painting techniques cannot be used. For example, the fuzzy effect, because these effects cannot be done on the computer. At the same time, the US worker should also notice that when painting, we should try to ensure that the lines are clear.

If the lines are not clear, it is impossible to do it on the computer. When the computer is painting on the computer, the first thing to do is the drawing ratio. In general, the proportion of character width and screen width is 1:10, that is, 10 characters are just full of screens. The proportion of character width and human height is 1: 5. Characters or items and the size ratio of the scene should be consistent with the real world. When the computer art worker uses the painting software painting, it should be made in real color mode and open the software Antialias (serrated smooth) function. However, when drawing some transparent paintings, the lines of characters or items at the junction of the items are drawn when the Antialias function should be turned off. After the computer art will draw a picture, the partial contour in the painting should be erased. Don't go to seek realistic, because it is purely to find trouble. If you are not a "painter", you can go find someone else to help you. But don't find too far, because you are hard to manage. There is also the most important point. If you want to make a commercial game painting, don't "steal resources" from someone else's game, regret the medicine can not eat! Five, program design - Select a computer language (compiler) Select a suitable computer language and compiler, which is quite important to game making. If you find that the half centrality found that this language is not convenient or the compiler is not good, it is not sad. So you must choose a good programming language and compiler before making a game. As a peer, of course, you should recommend the best language and compiler to you. Please see the following table: Language compiler Advantages DiS C / C Borland C / C is quite popular, learning is simple. Simple programming, less error. 16-bit programs, slow speed, with * 0K basic memory restrictions. High C / C is fast, good performance. Medical, too professional. Microsoft C / C 16-bit programs, speed is not very fast, there is * 0K basic memory restrictions. Too professional. DJGPP Allegro is fast, multimedia gaming library is rich, very suitable for games. Not good, help less. The speed is not as fast as Watcom C / C . Watcom C / C speeds up to the most, superior performance. More specialized, not good. Windows9x Basic Visual Basic is simple to learn and programmed. Too slow. ...... C / C Borland C / C Borland C Builder Visual C Microsoft C / C Watcom C / C Pascal Borland Pascal Borland Delphi Game Factory Its representative as follows: Borland C / C for DOS "剑 奇" DJGPP Allegro "Thunder God "QUAKE" DOS version (the only one) Watcom C / C for DOS "Three Romance", "Time and Space Legend", "Jin Yong Qun Xia Chuan", "Red Alert", "Tomb Shadow, really! There is a lot of piles! Visual Basic "剑 侠 传 版" (I can't think of) Borland C Builder "The world will" see: under DOS, Watcom C / C can be said to be a uniform world. Under Windows 9X, you can choose one in these C / C . But I didn't think it was finished: "Xianjian Qi Chuan - Nine Big Division" "actually" is compiled with Visual Basic, it is unexpected. We can also see that most of the games are written in C / C .

This may have become a fact that it has to be acknowledged, at least, "I want to write a good game, you must use C ." Write a game on DOS, it is best to find some programming information about VESA display standards and SB16 sound cards. In this way, Windows's biggest advantage is unrelated to hardware, there is no. You can use your DOS to program the fun of hardware under DOS, which is really great. Write a game on Windows 9x, it is best to download a DirectX SDK, then find some information about DirectX programming. Although there is a sample program for DirectX programming in the DirectX SDK library provided by Microsoft, but according to Microsoft's convention, these sample programs should be difficult to understand or don't understand (not joke). This chapter is not long, friends will go find information! Next chapter I will tell you a few modules, it is best to learn C class! Six, program design two - is an object oriented or a process of going to see the topic, this is a more important choice. Object-oriented, a programming means in recent years. Because of its rapid rise in the Help of the Windows system, it has become the possibility of tomorrow's star. Lei said that object-oriented programming techniques are indeed more advanced than the process-oriented technique. However, object-oriented programming also has its fatal weaknesses. Take C in Windows 98 to get a game: If you program it in the object-oriented form, then the class automatically created when the game is running, the class will change much. And most of the running time is in the Windows system when performing a message cycle. This will greatly affect the speed of the game, "Fengyun" is a good example, playing "Fengyun" on a Pentium133 is like a turtle, and the same clarity "big rich IV" is in this model But running as flying. Of course, you can also labeled in your game configuration "The minimum configuration of this game is Pentium II300 * MB memory" if a game is programmed in an object-oriented form, then the class it uses will have hundreds of thousands. At this time, if this game is rewritten in a process-oriented process, then the class it uses will not exceed 20 (the game under Windows will not exceed 100). So many classes will of course slow down the speed of the game very slow. Of course, I am not intentionally degrading object-oriented programming means. Object-oriented programming means to write applications will be up to choose, and it is better to be a procedure (now). Let's explain the module (class) required in a role-playing game in a role-oriented programming manner. Internal Module Game External Tools Tools Map Editor Module Editor Character Information Manager Item Information Manager Drama Script Editor Music Sound Manager In the above table, the left side of the structure is a role play game At least the module (class) to be used, on the right is a few tools you want to use. These modules and tools can be said to be essential in a game, and some programmers like to make these modules and tools in some, and there is so-called debug mode. In fact, this is a very bad habit, because a game is originally a big program collection. Light is a module that the game itself has made the game program very big. If you add some tools that don't use the player, then you think about how big it will be. So I think the game module should be completely separated from the tool. Let's take a step by step to the work range of each module and the tool. Display Control: Manage the display, display card, responsible for initializing the display mode and high speed display of the screen. Provide basic operational functions, drawpoints, draw lines, painted horizontal lines, wall space rectangles, and inseparable cards. Then provide several special processing functions, such as fade in fade, flashing, etc. Character management: STR, manage the display of characters.

Responsible for reading the font and uses the basic operation function of the display module to display characters. (If you think that the speed is also improved on the display character, you can write the character management module and the display control module to a piece, you can do a direct write screen when displaying characters. You can improve character display speed 15%) window control: Don't Understand is wrong, this module is mainly used to display the menu, select item, and prompt information in the game. Picture Management: This module is divided into two categories according to the habits of each person's game: 1. There is no picture management module in some artificial games, and in the window control, character management, item management, map control, animation control in these modules. Establish an independent photo gallery. The advantage of this is that each picture library is independent of each other and will not be confused. The disadvantages must be equipped with each module to make the game program becomes large. And the pictures between each image library cannot be called each other, and sometimes it will cause unnecessary waste. Second, I recommend the second method: only make a picture management module, except all pictures (excluding pictures), including prompts, characters, items, maps, and other images in one picture library. The advantage is to reduce the picture control module and one picture can be called multiple modules. Animation control: very well understood, control the animation! Map Control: Be careful, this module is only responsible for managing the map library, forming a map, but is not responsible for displaying a map. Character Management: Manage the information of each person (excluding conversation information). Item Management: Manage the information of each item. Music Management: Manage all music and its playback, music files generally use the MIDI format if you level high can use MP3 format. Sound management: Manage all sounds and their playback, sound files are WAV and VOC format optional. Plot Control: The biggest, hardest, and most complicated module. Manage all of the other modules, responsible for the development of the entire game. Battle Control: Responsible for the fight! Do you use the tool, introduce: Photo Manager: Responsible to manage the photo gallery, ask for free, delete the image, build an index for the photo library so that the game call. Map Editor: Editing a map! Use it to create a map and form a dedicated file format. Animation Editor: It is useful, if the lazy campaign is even. Character Information Manager: Edit the tool of human information. Item Information Manager: Tools for editing item information. Script Editor: Another biggest, hardest, most complicated one, used to write plot files. Music Manager: Manage the music library. Sound Manager: Manage the tool for the sound library. After reading it, is it going to kneel! Nothing, come slowly! One person makes a game, the fastest 2 years! Program Design San - Display Project Design In the previous chapter, we explained the work that is required as a program design. In this chapter, we will tell you about the program of the program in detail. First of all, this paper applies to you by using that clarity in your game. First, 2D drivers If you are writing Windows 9x, 2D Display Drivers are mainly Microsoft's DirectDRaw and Scitech's WINDIRECT, MGL, which mainly launched by Microsoft. There is a problem under DOS. Now there are many types of display cards on the market. If we write a driver for each graphics, it is prone to quite difficult. Besides, we can't have detailed information on each graphics card. Fortunately, there is a joint VESA standard in combination of major manufacturers shortly after various SVGA display cards. Now the graphics card can almost say that all VESA standards are all. So, we can get the greatest compatibility as long as we use the VESA standard to display the card programming.

Second, 3D drivers write 3D games, 3D driver interfaces are not as OpenGL and Direct3D. If you want to write the game under Windows, then choose that one. If you write a DOS game, use OpenGL, of course, will not be wrong. Note: Since the range involved in the 3D game is large, we will not discuss the production of 3D games later. (Go to Scitech's webpage, the WINDIRECT, MGL development library provided by this company provides complete 2D and 3D support (DOS / Windows 9x), but also offers OpenGL 3D Engine under DOS) Note: MGL Development Bases Have DOS version and Windows9x version. Third, there is no rule, the management here is what the photo library contains any pictures used throughout the game, and you can also guess you will be quite large. How to manage such a large number library with a large amount of data has become the top priority. The picture used in the game is large, that is, the image length in the picture library is not fixed. This also adds difficulty for our management photo gallery. The picture position in the picture tube is irregular, but we can build a regular index table to manage this photo library. Because the index length of each picture is the same, that is, it is regular. In this way, management is much easier. The basic structure of the index file is as follows: File header, picture number, the first picture in the address of the photo store, ..., the last picture in the address picture library in the image library is as follows: File header, 1st The data of the picture, ..., the last picture of the data, however, even if this is, the management of the entire picture library is still inconvenient. For example, there is a picture number 105, and we deleted the 85th picture in the middle. When you call the 105th picture next time, you will find that the original 106th image is called. In order to solve this problem, we will improve the structure of the index file as follows: Index structure: struct picidx {char picname [10]; // Picture name unsigned int high, width; // picture size unsigned long offset; // picture in the photo library Address}; picture index file structure: file header, picture number, first index (Picidx), ..., the last index (Picidx) can be seen, we add a project for the index: the image name. The benefit of this is that when we call the picture, you can call it by image name. Whether it is an increase in the image in the image library, you can guarantee that the picture call is correct. Fourth, the management of the regular picture library has a rule image library to manage more than a rulescent photo gallery. The rule here say is that the size of each picture is consistent, that is, the data length is consistent. Such a picture library is the character's photo library. Taking the character photo library as an example. The image index file structure is as follows: the file header, the number of pictures, the first person's name, ..., the last 1 person name 5, conversation The process of the box is in the game, the dialog box is less, especially the role playing game. The main types of dialogs are: menu, information display box, logical selection box, multiple selection boxes, trading item box, character information box, etc. At this point, the designer can design it by your intention. However, it is important to pay attention to the style. From the next chapter, it will be meticulously describe the programming program design, which is the "compression saving of the picture", "virtual screen programming", "Map Engine Production", "Method for Processing Screen Special Effect". Program design four - image storage compression We know that with the continuous improvement of the clarity of the game, the hard disk space occupied by the game is increasing. To this end, we need to compress some large capacity data, and the photo library is a good example.

First of all, it is to talk about the compression algorithm problem. Now there are many compression algorithms, choose that kind of kind? Everyone will think of the JPEG format and GIF formats commonly used on the webpage, but both algorithms are not suitable for use in the game. As far as the game is developed, we must choose a high compression ratio, decoding speed and fast algorithm. If the JPEG lossless compression algorithm is used, then the compression ratio is not high, and the compression ratio is high, but the image in the game cannot be damaged. Also, a maximum disadvantage of the JPEG algorithm is that the decoding speed is too slow. The GIF algorithm has a high performance, and the compression ratio is high and fast, but it is unfortunately to compress an image of more than 256 colors. But if you do the game is 256 colors, then use the GIF algorithm to be better. If your game screen uses a true color or you want to compress the image, you will undoubtedly you have to develop a compressed program. Here, I have two options for everyone: Scheme 1: Using the LZSS or LZH compression algorithm. Solution 2: Use the compressed program provided by it. This program is unintentionally discovered on the network. It is very convenient to use, and it is not a compressed file but is stored in memory in memory, so it is very suitable for use in the game. The only defect is that the compression ratio is not very high. The source program and development packages of the above two programs can be downloaded at the resource download, and the program second development package name is a DCL compression software development package. Program Design Six - Map of Map Engine, also known as scenes in role-playing games, is the most important part of the entire game, and the production method is also the most difficult. Unlike the map composition method, it can be roughly divided into two: first type: puzzle, with "Xianjian Qi Chuan" as an example. The famous role-playing game "Xianjian Qi Chuan" can be said to be quite backward, but it is very practical. The picture on the left is green to a transparent portion, and it is red for the image portion. The map (static part) of "Sword Qi Chuan" is made up of this picture of this picture, and the arrangement is shown in the right. The advantage of this method is that the amount of memory is small, less read, and the processing speed is fast. However, its shortcomings are also very obvious. Developers must decompose pictures into a map element with a special tool into a picture library, and this picture library cannot be used by other modules. As mentioned earlier, although this method is backward, it is very practical. However, to generate a better map, or use the two ways to use as good. The second type: picture, take "Xuanyuan Sword" (not yet launched) as an example. "Xuanyuan Sword" map in all roles, the effect is first class, the whole picture is a trace of the map element combination (as shown below). Why can the DOMO team make the effect of such a good picture? The reason is very simple: "Xuanyuan Sword" is uncommon, and it is a picture that has been drawn. Can I use the picture directly? Of course, the Domo team will not think that you can overcome the same brother "剑 奇侠". It also uses another advanced technology - instant photographic effect. The instant photovoltaic effect is easy to achieve in 3D games, but it is very difficult to 2D games, almost can't do it. So how do you do it? Here we temporarily not consider the light effect, just consider the shadow. I introduced a very mentally responsible method: assuming that the sun shot from above, then the human shadow is oval. Unfortunately, even this is not a good effect, the solution is also very simple: the elliptical shadow is set to black, then 50% fusion treatment with the surface. However, it is important to note that the method of fusion is different depending on the clarity of the game. I will put it in the next chapter "Treatment Method for Screen Special Effect". The benefits of this method don't have to be said, the effect is the best in all methods.

What about it? I want to say that everyone knows, the hard disk space occupied, there are too many memory space, and the map is slow. The third type: a combination, with "swordac" (this creation, it has not been launched) as an example. This method is what I think of it, and the game "swordac" developed by our creation is useful. Does others have used it before, I don't know. This approach is to combine the various pictures such as lawns, vases, trees, chairs, such as lawns, vases, trees, and chairs. After the completion is completed, it becomes the map seen by the player, and its effect is also very good, secondary, but better than the first. Because of its complex production technology, it is inconvenient herein. Of course, this way also has its shortcomings: the occupied memory space is too large, the map is slow. In general, the way is only these three, and I will listened to a table for your reference: Map mode loading speed occupied hard disk space occupied memory space puzzle, but because the map should be combined, it is not very small picture Slowly, the amount of data is large, so many many combination is very slow, the data amount is not only large and the map is combined, and there are many more complex, although the load is slower, but the amount of memory occupied after the map is completed. And pictures of pictures in seven - - Screen special effects have a lot of content, I hope everyone will pay attention. The implementation of the fusion of the two images of the two images is not complicated, but if the MMX technology is not used, the speed will be very slow. In order to speed up the speed, a rapid fusion method is proposed here. The speed is very fast, but only 50% of the fusion processing can be performed. We assume that a picture has been tied to a lot, as long as these holes are more distributed even, we can see what is behind this picture. I want everyone to think about it. Suppose we have to fuse the picture one and Figure 2, we can do the following. X, Y represents row coordinates and column coordinates. Step 1: Display image one, but only displays (x% 2) = (Y% 2). Note: X% 2 indicates the remainder of X except 2. Step 2: Display images in the same location, but only displays (x% 2)! = (Y% 2). Note! = Indication is not equal. Only two steps, the convergence of the two images is completed. Did you see the gray tile of the left on the left, in fact it is made of the above-mentioned fused products by black and white colors. Let us zoom in to zoom in 4 times to see it (right). The real generation of people's shadow is in a very simple manner, which is very simple. I have a solution here, just like the solution to the "cloud wind" studio. That is, the real-time generation method is used, and the effect is very good. At this point, we have sunshine from the southwest, ie the shadow in the northeastern part of the people. Step 1: All the non-transparent part of the original character image is made black. Step 2: The highly compressed image height is compressed as the original 25%. Step 3: Tilt 45 degrees right again. After three steps, a shadow was completed. as the picture shows. ■ Original character image ■ All black-behind images ■ Highly compressed four-quarters of images ■ Image of 45 degrees after the right, that is, for the generated shadow in the game, directly display the shadow first in portraits Out, 50% of the background is displayed. Then display portraits. -------------------------------------------------- ------------------------------ The realization of the full-screen rain and snow effect in the angular angle game is better than the snow is full of snowflakes. The two snowflakes were floated on the sky. This is a sentence that the author reads in the cloud style studio. This is true, but unfortunately, the snow will not be so easy. In fact, in the nonsencing angle game, the full-screen rain and snow effect is easy to achieve. It is not easy to implement in a strand angle game. Here, a method can achieve full-screen rain and snow effect in a strand angle game.

I don't know if you will use 3DS MAX, you won't use it, we have to use it here. The particle system using 3ds max generates an animation of full-screen rain and snow, and of course don't forget to rotate the angle of view to the game. Then 3DS MAX rendering function is turned off, and the regenerative single image can be used for the game. -------------------------------------------------- ----------------------------- Isolated Silk Interlaced Silk is usually used in animation, the purpose of use is to reduce the occupancy space. In general, the interlaced amount is displayed on the screen, and the single line or even line on the screen has no content. Assuming that the original image or animation size is 800x600, after the interlaced is broken, the size is 800x300. So we can save images or animations into 800x300 when saving, which can be said that the authentic interlaced is not good. In fact, we can save images or animations into 400x300. The width is doubled when the display is displayed, which not only saves the hard disk occupancy space, but also the effect is very good. However, it will slow the speed, but it is not a good policy. Another suggestion, the interlaced wire is usually used in animation. If you use an interlaced scorpion technology, save the screen into 400x300, which will not only slow the movie loading speed, and the effect is not as good as the checked wire, and the speed of playback is not much. I think that the use of interlaced scorpion techniques to play 400x300 animation in 800x600 display mode, it is better to change the display dynamics directly to 400x300. Not only the effect is very good, but it is much more fast than the use of interlaced. Anyway, let the screen flashing when switching the display mode is not tight. (There is a fact that in the "Time and Space Heroes II Venge", it is a dynamic to switch the display mode by * 0x480 to 320x240 lethar. Elvivine smell technology play animation) ----------------------------------------- --------------------------------------- 16-bit enhanced color display mode fade out Fade out, want everyone to go, players will not be unclear. In the game of 256 colors, the fade of fade out is very simple, and the palette can be modified directly. In the 24-bit or 32-bit true color display mode, although the palette is not used, the implementation is also very simple, and the data displayed directly can be modified. But after all, 24-bit or 32-bit true color display mode is used, and the gradually used is 16-bit enhancing color display mode. In the 16-bit enhanced color display mode, since it does not use a palette, you must directly modify the display data directly. However, since the three original data is stored in two bytes by segment in the 16-bit enhanced color display mode. If MMX technology is not used, you must break out when you are in operation, but this must be slower. Yunfeng will expand the data of each point into 32 bits, but the speed will not be very fast. Here, I propose a method, the test effect is good, the speed is not slow. But it is very difficult to say clearly, listed a list to everyone! Turn pure white into pure black. Data Description: 1111111111111111, the left 16-bit data, 0-4 bits (5 bits) represent red, 5-10 bits (account for 6 bits) indicate green, 11-15 bits (5 bits) represent blue.

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