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Forums > C64 Coding > Looking for a Rain Effect
2010-04-27 12:10
Carlos
Account closed

Registered: Mar 2009
Posts: 15
Looking for a Rain Effect

Hi,

I haven't found anything about it.

Anyone know how to create a simple but decent rain effect that could be used in a game? the effect must be over a charmode background.

I have tried some crappy attempts (using characters and masks because don't want to use sprites) to do it but failed miserably and didn't get anything close to acceptable.
2010-04-27 12:30
Joe

Registered: Apr 2002
Posts: 229
There are some pretty comfortable tries in:

Ghouls'n'Ghosts (sprites)
The Detective Game (sound)
Weatherwar (chars)
2010-04-27 18:07
Wile Coyote
Account closed

Registered: Mar 2004
Posts: 646
That’s a cool idea for a demo part, ‘Rain‘ and who can achieve the best effect on C64 :D

Having been slightly addicted to Heavy Rain on the PS3, it features possibly the most amazing rain I’ve seen appear during a video game. I never thought I’d find myself describing rain as ‘amazing’. During the into there’s Rain blobs, Rain falling, Rain running down walls, and Rain causing puddles to ripple.
2010-04-27 18:58
Cresh

Registered: Jan 2004
Posts: 354
When it comes to rain fx, this one comes to my mind:

Rain Forest
2010-04-28 06:26
enthusi

Registered: May 2004
Posts: 677
One-Der
Had a nice rain-like fx.
(not sure what you meant exactly).

You shall find a different kindof rain here:
Microprose Soccer

or here ;-)
http://gb64.com/game.php?id=19575&d=18&h=0
2010-04-28 07:19
wacek

Registered: Nov 2007
Posts: 513
I remember "pouring rain over glass window" effect in Access Denied/Reflex.

As for the "diagonal lines rain" also Rain Forest/Vermes came to my mind.

The one in One-Der/Oxyron (and also similar at the end of Deep Blue/Arise) is more of a liquid-surface fx and I think it's not what Carlos had in mind.
2010-04-28 09:33
Skate

Registered: Jul 2003
Posts: 494
a good rain effect can be achived this way.

1) use two different but close direction angles for rain drop paths.
2) use at least two different speeds for each path to have a 3d depth feeling (like starfields).

If you choose direction angles and speeds carefully, you can easily tile the whole thing. So, you can even have precalculated frames so you just spend some cycles for drawing, masking etc.
2010-05-03 10:59
Carlos
Account closed

Registered: Mar 2009
Posts: 15
Thanks guys for all the ideas :)
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