Hay algunas diferencias clave con el videojuego original, y la serie en sí puede dividirse en dos líneas de productos claramente distintas: la serie más antigua y "clásica" de Gals Panic, y la serie "S" posterior, con importantes diferencias de jugabilidad y destinadas a diferentes mercados. Al capturar el fondo, solo se descubre el área cerrada sin el jefe de escenario, por lo que es posible capturar el 100% de la silueta sin capturar todo el fondo, limitando el movimiento del jefe a un área sin silueta. El objetivo es descubrir la silueta del fondo con un marcador hasta que al menos el 80% de la silueta esté descubierta. Gals Panic (ギャルズパニック Gyaruzu Panikku?) es una serie de videojuegos eroge, variantes del clásico videojuego de puzle Qix.The reason is, the player can move along the edge of the polygon, thus at start this is the entire edge of the play area.įor inside out the polygon represents the revealed area, and is expanded as the gameplay proceeds. This means you make the polygon smaller as the game proceeds. If you go outside in the polygon represents the area that is obscured (thus at start, the entire polygon covers the game area). This has an important effect on your game if you plan to use the polygon approach. Qix, Volfied, Styx use an outside in approach the player starts on the outer edge of the playfield and fils the area inwards. It starts with a revealed block inside the image and the gameplay extends to the edges. Gals Panic is a inside out style Qix clone. It can be done but consider this from the start. Splitting the area up (due to the big bad doing something) makes this approach also more complex because you end up with multiple "source" polygons.The big bad "Eating" from the outside of the play area in the polygon is possible, but it makes the checks way more complex.Enemies and other gameplay can do simple line intersection and point-in-polygon checks against the gameworld.There may be libraries to do polygon adding and ear-clipping algorithms for you.Speed, this method is really fast, it also scales well (doesn't care the resolution of the source material for speed).The polygons are then filled using a ear-clipping algorithm. So determine where the start and endpoints are, then do a check if the "big bad" (via a point-in-polygon check) is inside the closed off area, then do a left or rightsided add of the line and the polygon has become bigger. When the line drawn ends intersects the start polygon, the polygon is expanded. Basically the line starts on a edge on the source polygon. This method is based on adding polygons to the existing start polygon. need a pixel collision type to move around etc. You can do speedbonusses, but those are a bit tougher to construct. Gameplay speed has a direct relation to the number of pixels checked each frame.Gals Panic is an arcade game during the 224x256 screen resolution area. Since you work on a per pixel basis, flood fills become more expensive as the resolution increases. Percentage filled is similar to counting the revealed pixels versus the obscured ones.This results in arbitrary shaped holes or isolated revealed areas. Like in Gals Panic, "big bad" can destroy revealed areas.If he is, then you need to flood fill the other side of the line. So if you do a quick floodfill on say- left of the drawn line check if the "big bad" is in the filled area. The Closed of area is determined by the position of the "big bad" in the game. Does the player hit a pixel colored as the revealed area (white)? yes- do a floodfill in the closed off area. Each movement a check runs: does the player hit a pixel colored as its own line? Yes -prevent movement. The line drawn by a player is like the snake. The 2nd one is create a polygon structure. The first one, is the way Gals Panic actually works: checking against pixels. There are two ways of realizing the gameplay field. So suppose the filled game area is white and the backdrop is black, a simple multiplication can make those white areas show the revealed picture. These two are combined to produce the end result.
The 2nd one is the actual gamefield where the game is checked against. One is the picture that you want to be revealed. The general concept here is, having two images. You may search for Qix to get more information on how things work.