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The whole effect can be done even better using only one plane:
- Launching bombs characters are low priority
- Using only plan B with low priority, except for
- The tiles which are in front of the bomb launchers
- Set black as the background color, and the same color number as index 0 on that palette
Apart for only using only one plane, can you see why is better?
About the running bombs on weed, you need a new sprite to draw the shadow on bottom of the bomb, so that will hide the lower bomb part.
To my point of view, is gross that bomb launchers have shadows and bombs haven’t.
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Solved.
Issue caused by Pirate depth Prio = FALSE and depth = MIN_DEPTH 40 aprox. , after changed to MAX_DEPTH it works.
How sprite depth can afect PLAN_A tile depth?
I dont understand.
Thank you
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You also need to have correct priority sprite wise which are disconnected from high / low priority stuff. If you are using SGDK you can use the SPR_setDepth.. method to change inter-sprite priority.
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You have another sprite covering your high-prio-bit sprite. That low-prio-bit sprite is higher in sprite priority, which means it covers your high-prio-bit sprite, but lower in the plane bit priority, which means its below the high-prio plane.
Tricks like this are commonly used back to the NES era for various effects.
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Its so strange .
Looking how SNES version of Goof Troop works, I saw the inverse, something like a reveal area, I dont know if it is easily possible on Sega Genesis.
Thank you
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Solved.
Issue caused by Pirate depth Prio = FALSE and depth = MIN_DEPTH 40 aprox. , after changed to MAX_DEPTH it works.
How sprite depth can afect PLAN_A tile depth?
I dont understand.
Thank you
Offline
Solved.
Issue caused by Pirate depth Prio = FALSE and depth = MIN_DEPTH 40 aprox. , after changed to MAX_DEPTH it works.
How sprite depth can afect PLAN_A tile depth?
I dont understand.
Thank you