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Mountain Top displays alternate tiles briefly before the preview piece scrolls upward.
Although we can animate the upward scrolling in 4px increments, I don't think it's necessary due to the briefness they scroll offscreen.
Sending current preview piece
After all nametable updates are completed from the player's turn (or for the first piece, after the screen has scrolled into place)...
Wait for a defined duration before the mountain opens its mouth (for the player to visually process the result of their action)
Display alternate Mountain Top tiles ($82, $83) for mountain mouth opening
Revert to original Mountain Top tiles ($80, $81); and on the same frame...
Begin scrolling the preview piece upward one full NT tile at a time, a the duration defined (assuming each preview is within a 16x16 pixel square, the sky should be totally clear on the fourth increment)
Keep the sky clear for a defined duration (to imply the time it takes for the marshmallow to travel from the far distance to the playfield off screen)
Spawn the new piece
Spawning new preview piece
After the new playing piece spawns...
Wait for the same number of frames as before before having the mountain open its mouth.
Open the mountains mouth again.
Close the mountain's mouth again, and on the same frame:
Display new preview piece
Speed
So, here's a pitch, with four animation speeds, to coincide with whatever gameplay levels you think would be best
The text was updated successfully, but these errors were encountered:
By M-Tee:
Spitting Animation
Sending current preview piece
Spawning new preview piece
Speed
So, here's a pitch, with four animation speeds, to coincide with whatever gameplay levels you think would be best
The text was updated successfully, but these errors were encountered: