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Final Carnivalesta enhancements - ground level

Date: Apr 7, 2011
Screenshot #141: With Carnivalesta's remake now complete as far as I can get, it's time for the show. This is Carnivalesta from ground level using actual human eye level. It's quite easy to get a sense of scale this way when comparing it to the other screenshots.

Final Carnivalesta enhancements - close stands

Date: Apr 7, 2011
Screenshot #142: At 71.86 feet (21.9 meters) above the ground, it's much easier to see the details on the food and barker stands, especially the closest ones.

Final Carnivalesta enhancements - far stands

Date: Apr 7, 2011
Screenshot #143: This is from 113.06 feet (34.46 meters) above the ground. Here, the far stands are much easier to make out.

Final Carnivalesta enhancements - rides

Date: Apr 7, 2011
Screenshot #144: At 262.45 feet (80 meters) above the ground, it's very easy to make out the individual rides. Here, they are all in full animation. Much above here, the scenery doesn't have much detail.

Final Carnivalesta enhancements - highest point in levels

Date: Apr 7, 2011
Screenshot #145: This is roughly the highest point you'll find with Carnivalesta's levels. The supersize level will likely have a height like this (the jumbos may reach about 80 to 90% of this). It's 887.84 feet (270.61 meters) above the ground. Here, it's very easy to see the the lighting and pavement around the hotel. The roller coaster's tracks are also very easy to make out, especially the darkening effect.

Final Carnivalesta enhancements - mountains

Date: Apr 7, 2011
Screenshot #146: The view from 2224.05 feet (677.89 meters) is magnificent! The city on the mountains causing the bright glow is now visible. From this high up, the scene is very dark away from the city. At least, however, you can see that the mountains reach into and above the clouds.

Final Carnivalesta enhancements - above the clouds

Date: Apr 7, 2011
Screenshot #147: Far above the clouds, at 12,261.64 feet (2.32 miles; 3.74 kilometers) above the ground, the city on the mountains cannot be any better for visibility. The sky glow effect easily covers that entire mountain.

Final Carnivalesta enhancements - sky glow effect

Date: Apr 7, 2011
Screenshot #148: This is like an overexposed photo for screenshot 147. Because the sky glow is so faint, I enhanced the contrast of screenshot 147 (it's tripled) so you can see where the sky glow effect is at.

Grass effect - creating the slopes

Date: May 14, 2011
Screenshot #149: The grass effect was first shown way back in screenshot 70. Back then, I didn't have a terrain system. Now, since I have terrain, the whole grass effect had to undergo a major change. The grass being exactly level all the way through would do horrible in a world like Ronnisa Plains. It's still fine, however, for worlds 1 and 2 where slopes haven't been introduced yet. Thus, I had to essentially redo the grass effect (considering the grass texture got updated anyway so that it was slightly brighter).

It took a lot of preparation to do it, from adjusting how tall the grass is, the lighting effect, the sizes, the randomized heights, and various others. At the end, I needed to get the grass to form the shape of the slopes. The shaping also needed preparation and, in this screenshot, that's what the spectral part is for. Each step further on the spectrum (going to shades of gray when red would return - I needed unique colors to make the most out of the select by color tool), the height difference changes by one pixel. The use of the spectrum for heights (red is 0, yellow is 4, etc.), affecting every variety at once, greatly accelerates the rate in which I process this. What would've taken 4 days if I did manually one by one took a mere 15 minutes. I use these kinds of tricks and shortcuts constantly.

One thing you might notice is that the grass stops at the 32H32V slope. This is for a combination of both memory and realism reasons. If I went to a considerably steeper 32H48V slope, I'd need another 70% more memory. Grass doesn't have much to anchor to on steep slopes either so that's the second reason why the grass stops at the 32H32V. Regular slopes stop at 32H128V due to memory reasons (it's already using up 5 1/2 MB of memory in just that alone).

Grass effect - array of slopes

Date: May 14, 2011
Screenshot #150: Once done, taking about 4 total hours overall (if time spent watching TV is left out), the final result itself is quite impressive. The top shows the 32H0V slope (exactly level). The 32H1V is directly below, a difference otherwise unnoticeable. 32H2V then 32H3V and so on continue until slopes change at 32H12V skipping over 32H13V. You'll see the various possible slopes in the video where I'm designing the terrain itself. The next step is programming this in. However, I intend on updating the closest hills in Ronnisa Plains beforehand, a likely 2-day task.