It is currently Fri Oct 20, 2017 3:52 am

All times are UTC - 7 hours





Post new topic Reply to topic  [ 80 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next
Author Message
PostPosted: Fri Mar 25, 2016 1:21 pm 
Offline
User avatar

Joined: Sat Sep 21, 2013 11:56 am
Posts: 47
thefox: That would be same difference to me as an artist, since I still have to make sure to have 2 separate sets, right? but having more variety in a level would be cool either way. 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.

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

Image

Player variants for different health levels.
Image


Last edited by ptoing on Fri Mar 25, 2016 2:18 pm, edited 1 time in total.

Top
 Profile  
 
PostPosted: Fri Mar 25, 2016 2:01 pm 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 183
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.

Yes. Color Attribute data is commonly stored as part of a metatile. (2-bit)

My (cancelled) NES game used something like this:
.db $T1,$T2,$T3,$T4,%PPSSCCCC
T = Tile Number
P = Palette Attribute
S = Special Attribute
C = Collision Data


Top
 Profile  
 
PostPosted: Fri Mar 25, 2016 2:03 pm 
Offline
User avatar

Joined: Sat Sep 21, 2013 11:56 am
Posts: 47
I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?


Top
 Profile  
 
PostPosted: Fri Mar 25, 2016 2:10 pm 
Offline
User avatar

Joined: Mon Oct 06, 2014 12:37 am
Posts: 183
ptoing wrote:
I take it Special was for stuff like damage and slippery and the likes? And more bits for collision because slopes?


Special was for spikes, pitfalls, and ice, yeah.

My game was a Zelda 1 clone, with quadrant-based tile collision. Each 8x8 tile had it's own collision.
For a platformer, I would recommend an extra byte to handle the slope data more accurately.


Top
 Profile  
 
PostPosted: Fri Mar 25, 2016 7:58 pm 
Offline
User avatar

Joined: Mon Jan 03, 2005 10:36 am
Posts: 2962
Location: Tampere, Finland
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?

This could be handled by a conversion tool. So you'd feed in the 512-metatile level and it would handle the rest.

Quote:
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.

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).

_________________
Download STREEMERZ for NES from fauxgame.com! — Some other stuff I've done: kkfos.aspekt.fi


Top
 Profile  
 
PostPosted: Sat Mar 26, 2016 2:10 am 
Offline
User avatar

Joined: Sat Sep 21, 2013 11:56 am
Posts: 47
thefox: Just checked. In the case of my reduced mockup that is 274 metatiles it comes down to being 247 if colourdata was stored separately. And that imo is worth it, because I am not using some of the possible metatiles in the 274 one, so what you could do would amount to a lot more. For example the rocks look cool in all of the 3 monochrome palettes I am using, but I don't use all of those possible tiles.


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 7:29 am 
Offline
User avatar

Joined: Sat Sep 21, 2013 11:56 am
Posts: 47
Bunch of faces, each face uses 4 tile palettes of its own. Will do more until I reach 16 faces.

Image


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 10:22 am 
Offline
User avatar

Joined: Mon Oct 20, 2014 1:50 pm
Posts: 92
Awesome stuff as always, ptoing! I love how bold the attribute borders are in the more organic characters. It's not something I'd ever be able to do, but you pulled it off quite nicely.

_________________


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 10:42 am 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10063
Location: Rio de Janeiro - Brazil
Very impressive! Much more colorful than anyone would expect from an NES!


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 12:44 pm 
Offline
User avatar

Joined: Fri Jan 29, 2016 3:16 pm
Posts: 46
Location: York, PA
These are majestic, dude. Instant fan of what you've got right here.

_________________


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 4:47 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3074
Location: Nacogdoches, Texas
You've done an awesome job at dodging the attribute borders (I particularly like what you did with the bat ears)

However, the third face over and one down looks a little... questionable... :lol:


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 4:56 pm 
Offline
User avatar

Joined: Sat Feb 12, 2005 9:43 pm
Posts: 10063
Location: Rio de Janeiro - Brazil
Espozo wrote:
However, the third face over and one down looks a little... questionable... :lol:

Who? Dickface? :lol:


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 4:59 pm 
Offline
User avatar

Joined: Mon Sep 15, 2014 4:35 pm
Posts: 3074
Location: Nacogdoches, Texas
Yeah... :lol:


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 5:00 pm 
Offline

Joined: Sun Sep 19, 2004 11:12 pm
Posts: 19104
Location: NE Indiana, USA (NTSC)
Any worse than the Ballchinians from Men In Black II?


Top
 Profile  
 
PostPosted: Wed Mar 30, 2016 5:39 pm 
Offline
User avatar

Joined: Sat Sep 21, 2013 11:56 am
Posts: 47
Espozo wrote:
However, the third face over and one down looks a little... questionable... :lol:


You should have seen earlier iterations of him, without the hat.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 80 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6  Next

All times are UTC - 7 hours


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group