A while ago on Kai’s website here I read Hugh Riley’s feedback on John Twiddy’s Integrator. While I was making some planning today, that feedback came to my mind: Hugh went on on what Integrator was letting its users do and what it was automatically doing by itself. He also added: “John then designated which pixels were foreground and cut those bits out of the ninja sprite as it went past”. His description of the implementation is extremely accurate and he did remember very important details on what Integrator was not: John had to do something manually, i.e. designate foreground as opposite to background.
My planning was around allowing users to actually automate the above mentioned designation process within Integrator 2012. The issue I can see with this is that the data structures and algorithms used to process foreground is different in each of the LN games.
Is it likely that I will support the designation for all games that used Integrator? Possibly. However, I am convinced that a new title should use the graphic engine and data structures as per LN2, but the bit described by Hugh “… cut those bits out of the ninja sprite as it went past”. This implementation is not 100% correct in LN and LN2, or at least the preconditions in which it is supposed to work are not always met in those games. For some of my comments on the issue, you might check the following links: