previous frame (using Pygame's existing double-buffering ability?) and
for moving objects, blit it beneath the current frame with high alpha,
leaving a ghost of it on the screen.
Oddworld Abe's Oddysee and Exodus both used a similar method. The moving sprites had shadow versions of themselves at a lower z-plane. These shadow versions were all black, at increasing alphas. There were about 4-6 for Abe. They sort of trailed behind Abe by few milliseconds. The net effect was that the sprites appeared to animate more smoothly and seemed to have more depth.
--
Andrew Ulysses Baker
"failrate"
