[DNM] Adds parallaxes, also new blasting space sprite
Created by: dylanstrategie
NOW IN HOT DEVELOPMENT TO MAKE BETTER, DON'T BE SURPRISED IF THIS DOESN'T COMPILE
Added parallaxes :
- Basically, we now have a static background (the stars, which are so far away they functionally don't move relative to our view). It's a xboxhueg NASA image cropped and squashed down to 480x480. Which sounds terrible, until you see the end result
- The background is static using a REVOLUTIONARY new technique,
stoleborrowed from Paradise hot code. Basically create a pure white screen overlay that draws on the plane under all objects, draw space tiles under that underlay, and then draw our parallax to blend into that white overlay, giving a beautiful unmoving background - This is a pretty huge change, despite it being 100 % cosmetic. The REALISTIC background sticks very well with the game, the fact it's static helps reinforce that you're a station lost in the middle of space and not literally walking on space
- Okay, maybe a tiny gameplay effect. You can no longer tell if you are moving if you have no in-game objects to use as a reference within view. But unless you're using a jetpack without stabilizer or end up stuck in space due to a bug, it shouldn't be that terrible, right ? Just a bit disorienting
- Added a special end game and Nar'Sie sprite, all areas that don't use warp space switch to it when entering the new universal state. Basically the space behind you slowly strobing in and out
- Warp space (the area the shuttles enter when travelling) has a special sprite taken from Goon
Potential issues :
- Changing your view range (admin and observers) doesn't scale the parallax properly. In other words, everything beyond the normal 7x7 view range is a white void. I don't know of any way of fixing this, so yeah
- Shuttle corners are looking a bit dorky, but the only way to fix this would be to rework shuttle turfs and update the map, which would be a BIT sucky
Again, I'm aware it might be a bit disorienting, but it's really a huge improvement to the game. Unless we expand this into a semi-dynamic parallax (aka objects moving in the background with different speeds, like a true parallax), it won't get any more IMMERSIVE than this. Kinda like going from 32x32 sprites to 64x64 in scale of art change
Weebum : https://a.pomf.cat/avqvbt.webm (OUTDATED)
Obviously tested