Also made a new little mockup, actually got some game mechanic ideas for this.

Player variants for different health levels.

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Yes. Color Attribute data is commonly stored as part of a metatile. (2-bit)ptoing wrote:Also, is there any way to store the colour data separately from the bitmap, so that the colours could be disregarded when counting metatiles. As in have the colour stuff stored in the level data or something.
Special was for spikes, pitfalls, and ice, yeah.ptoing wrote:I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?
This could be handled by a conversion tool. So you'd feed in the 512-metatile level and it would handle the rest.ptoing wrote:thefox: That would be same difference to me as an artist, since I still have to make sure to have 2 separate sets, right?
It's possible. Whether it would be beneficial comes down to the level layout. Although I believe that most people would be inclined to store the color data in the metatile (just as a general rule).Also, is there any way to store the colour data separately from the bitmap, so that the colours could be disregarded when counting metatiles. As in have the colour stuff stored in the level data or something.
Who? Dickface?Espozo wrote:However, the third face over and one down looks a little... questionable...
You should have seen earlier iterations of him, without the hat.Espozo wrote:However, the third face over and one down looks a little... questionable...