I'm not Steve, but look at the left hand side of the loop - where the track goes vertical the spine is missing - it looks like it switches to two rail track. Just below that point, the rails appear to bulge out slightly. Those are main issues I saw with the sprite.
The spline is there but it goes behind the track itself. But maybe I can change it to be a bit more clear, because I do indeed see what you mean. Thanks for your feedback, making the track is one of the biggest challenges of making sprites like this, since the sprite is so small you have to kind of play around with the pixels to give the illusion that the track has the correct shape.
I think you're getting good results with it, and you will probably get something released long before I do - but in the long term I don't believe hand drawn sprites are the best approach. There's a number of issues to think about:
I would never claim that hand drawn sprites are the best approach, because I agree with you, there are definitely better ways to do it. However I just disagree with dr dirt saying that it is the "wrong"approach. A lot can be achieved with hand drawn sprites, it just takes time and patience. Also at the moment there aren't really that many alternatives. 3D-modeling is a possibility, however this is harder in my opinion and I also find it to be less fun. And since I'm really doing this for fun that's why I didn't use 3D modeling. Also I don't intend to only make track sprites, I also want to make different stuff such as roof objects etc. and for those sprites I think hand drawing is still excellent as you can't use a track "template".
Maintaining a consistent track profile throughout the sprite is difficult. In 3D you just need to ensure the rails are parallel.
I agree that it is difficult, but it's not really impossible. Especially if you use existing track sprites in the game for reference. I don't think the sprite has to be 100% perfect, as long as it is good enough so it looks in place in the game and just looks good overall I'm happy.
Making sure the different views of the sprite are consistent is tricky. You've only shown one angle here, so it's hard to tell how well you handled it.
This is indeed hard, but again certainly not impossible. Even if the sprite is not 100% correct I think (again) that the most important part is that it looks good. Whether every detail is 100% correct is not so important to me, as long as it is not noticeable.
Your approach duplicates a lot of work - you're essentially starting from scratch for every sprite you make. If you have a model of the track, you can simply reuse it. That becomes particularly useful if you wanted to render a whole track style instead of just a few extra pieces - there are typically hundreds of sprites involved (yes, I know rendering entirely new track styles isn't likely to be possible for a while, but still, this is what I'm aiming for)
This is certainly true and it is a major drawback. It is a lot of work, however certainly for small track sprites you can easily make multiple within only a few hours. Also I do not plan to make only track sprites, I also intend to make different kind of sprites for the game such as roofs etc.and for making such types of sprites starting over is not that bad since the sprites are all very small.
I think you will get results before I do, probably long before I do. But if true custom track styles are ever properly supported, I think this method will rapidly become impractical because of the large volume of sprites involved.
I agree, that's why I'm counting on you to make your program .
It's not just hard, but impossible to add new track pieces to the game while maintaining backward compatability. You don't need to change the file format - a giga coaster loop can be represented in the SV6 file - but if opened with the original game it would segfault immediately. There is a jump table that points to individual draw functions for every sprite - and the unused track pieces contain an invalid address. In theory, adding a new track draw function is all that would be needed to implement a new track piece properly, but it's easier said than done. At the moment, your scenery item approach is the only option for a park intended for release.
Yea I meant adding new functions into the game more as giving the illusion to have new functions in the game, such as new loop sprites etc. if you really want to add new features and not just use tricks the game will definitely be backwards incompatible.
it's an ok screen. like, it lacks development that would make this enjoyable to look at.
Could you elaborate? By lack of development do you mean the lack of content/unfinishedness (because the screen shows some relatively unfinished parts). Or do you not like the actual content itself? And if so, what do you think needs improvement?
that rainbow is so dumb, why did you put it there. like its literally a cheap carnival ride right next to a intamin. messy just remove it and it will look fine.
I'm asuming this has a theme so it'd be cool to see some actual themed elements in this, like something it dives under/over a piece that ir turns around instead of naked turn over a spot of grass...
I agree that the rainbow feels out of place, it's too bright for what you want to accomplish with the coaster...
I'm asuming this has a theme so it'd be cool to see some actual themed elements in this, like something it dives under/over a piece that ir turns around instead of naked turn over a spot of grass...
The layout of the coaster is kind of a mix of Maverick in Cedar Point, Blue Fire in Europa park and some new own input, the theming is supposed to be similar to Maverick in Cedar Point, which also does not have that much theming.
I agree that the rainbow feels out of place, it's too bright for what you want to accomplish with the coaster...
Yea I agree with you guys, the Rainbow was probably a bad idea. Originally I had a Eurofighter 320 layout instead of the intamin coaster and the idea was that the whole area was supposed to be a bit cheap. However later I changed my mind and built the intamin but never deleted the rainbow ride. I will probably move the rainbow ride to a different section of the park were it fits better or just remove it all together.
Thanks for the feedback guys.
Also thanks mintliqueur and Sephiroth for your comments .
That would be so cool. Are you planning to change the way the track draw code works or just add new functions to the existing code? The current approach seems highly redundant.
I agree the Rainbow should go. It disturbs what otherwise is a beautifully macro-composed coaster. Very tasteful and elegant.
Don't lose the openness and bare areas. I think you've used them really well. I would stick with the more serious and natural atmosphere, and avoid loud, colourful or plastic-looking aesthetics.
Something I have been working on, still pretty unfinished, however I don't have much time the coming weeks so I just decided to show what I have so far. Let me know what you think and I will probably post an update once I have one.
31 Comments
Recurious Offline
The spline is there but it goes behind the track itself. But maybe I can change it to be a bit more clear, because I do indeed see what you mean. Thanks for your feedback, making the track is one of the biggest challenges of making sprites like this, since the sprite is so small you have to kind of play around with the pixels to give the illusion that the track has the correct shape.
I would never claim that hand drawn sprites are the best approach, because I agree with you, there are definitely better ways to do it. However I just disagree with dr dirt saying that it is the "wrong"approach. A lot can be achieved with hand drawn sprites, it just takes time and patience. Also at the moment there aren't really that many alternatives. 3D-modeling is a possibility, however this is harder in my opinion and I also find it to be less fun. And since I'm really doing this for fun that's why I didn't use 3D modeling. Also I don't intend to only make track sprites, I also want to make different stuff such as roof objects etc. and for those sprites I think hand drawing is still excellent as you can't use a track "template".
I agree that it is difficult, but it's not really impossible. Especially if you use existing track sprites in the game for reference. I don't think the sprite has to be 100% perfect, as long as it is good enough so it looks in place in the game and just looks good overall I'm happy.
This is indeed hard, but again certainly not impossible. Even if the sprite is not 100% correct I think (again) that the most important part is that it looks good. Whether every detail is 100% correct is not so important to me, as long as it is not noticeable.
This is certainly true and it is a major drawback. It is a lot of work, however certainly for small track sprites you can easily make multiple within only a few hours. Also I do not plan to make only track sprites, I also intend to make different kind of sprites for the game such as roofs etc.and for making such types of sprites starting over is not that bad since the sprites are all very small.
I agree, that's why I'm counting on you to make your program .
Yea I meant adding new functions into the game more as giving the illusion to have new functions in the game, such as new loop sprites etc. if you really want to add new features and not just use tricks the game will definitely be backwards incompatible.
Xeccah Offline
since everyone is cumming over you about some pixels, of which i dont give a shit about, i'll talk about the screen itself here.
it's an ok screen. like, it lacks development that would make this enjoyable to look at.
Recurious Offline
Could you elaborate? By lack of development do you mean the lack of content/unfinishedness (because the screen shows some relatively unfinished parts). Or do you not like the actual content itself? And if so, what do you think needs improvement?
SlayMeGaga Offline
that rainbow is so dumb, why did you put it there. like its literally a cheap carnival ride right next to a intamin. messy just remove it and it will look fine.
BelgianGuy Offline
I'm asuming this has a theme so it'd be cool to see some actual themed elements in this, like something it dives under/over a piece that ir turns around instead of naked turn over a spot of grass...
I agree that the rainbow feels out of place, it's too bright for what you want to accomplish with the coaster...
mintliqueur Offline
+1
This is one of those things I remember everyone wanted most in the RCT2 expansions, and boy were we disappointed when we got fucking Wacky Worlds...
Sephiroth Offline
So cool to see innovations like these after all these years of dreaming like others have stated. Between you and X7 I have high hopes.
Recurious Offline
The layout of the coaster is kind of a mix of Maverick in Cedar Point, Blue Fire in Europa park and some new own input, the theming is supposed to be similar to Maverick in Cedar Point, which also does not have that much theming.
Yea I agree with you guys, the Rainbow was probably a bad idea. Originally I had a Eurofighter 320 layout instead of the intamin coaster and the idea was that the whole area was supposed to be a bit cheap. However later I changed my mind and built the intamin but never deleted the rainbow ride. I will probably move the rainbow ride to a different section of the park were it fits better or just remove it all together.
Thanks for the feedback guys.
Also thanks mintliqueur and Sephiroth for your comments .
Liampie Offline
Gymnasiast Offline
Nice work, that loop!
At some point*, OpenRCT2 will be able to add track sprites, and then your loop would come in very nicely, though it might need a few tweaks.
(Considering the current progress, that hopefully is somewhere this year, though it might roll over to next year.)
X7123M3-256 Fan Offline
That would be so cool. Are you planning to change the way the track draw code works or just add new functions to the existing code? The current approach seems highly redundant.
posix Offline
I agree the Rainbow should go. It disturbs what otherwise is a beautifully macro-composed coaster. Very tasteful and elegant.
Don't lose the openness and bare areas. I think you've used them really well. I would stick with the more serious and natural atmosphere, and avoid loud, colourful or plastic-looking aesthetics.