Treasure Rush!! - Tilesets

A place for your artistic side. Discuss techniques and tools for pixel art on the NES, GBC, or similar platforms.

Moderator: Moderators

Post Reply
Yashiro
Posts: 7
Joined: Wed Sep 19, 2018 3:28 am

Treasure Rush!! - Tilesets

Post by Yashiro » Thu Oct 04, 2018 8:16 am

Here are tilesets for a NES-styled game I'm working on called Treasure Rush. It's a platformer in which you explore levels to find hidden treasures.
It's currently a work in progress, I'll post mock-ups to show the tilesets in action.
Attachments
Sprite.PNG
Tileset.bmp

User avatar
pubby
Posts: 557
Joined: Thu Mar 31, 2016 11:15 am

Re: Treasure Rush!! - Tilesets

Post by pubby » Thu Oct 04, 2018 3:09 pm

Hey those are pretty cool. I'd like to see a mockup.

Rahsennor
Posts: 475
Joined: Thu Aug 20, 2015 3:09 am

Re: Treasure Rush!! - Tilesets

Post by Rahsennor » Thu Oct 04, 2018 5:20 pm

Not bad! Definitely want to see a mockup or two.

...though if I can nitpick one little detail, checkerboard dithering can create horrible patterns on composite. Be sure to check with an NTSC filter (or the real thing!) at some point, if you intend this to run on hardware.

qalle
Posts: 50
Joined: Wed Aug 16, 2017 12:15 am

Re: Treasure Rush!! - Tilesets

Post by qalle » Thu Oct 04, 2018 6:35 pm

Nice. Wish I could draw at all. PS. I converted the BMP to a PNG in case someone's afraid of the file size.
Attachments
converted Tileset.bmp; may not reflect the current version
converted Tileset.bmp; may not reflect the current version

Yashiro
Posts: 7
Joined: Wed Sep 19, 2018 3:28 am

Re: Treasure Rush!! - Tilesets

Post by Yashiro » Sun Oct 07, 2018 3:27 pm

I've posted a few mockups which are mostly screens.

While I don't intend to make it an actual NES game, I'm not exactly sure how many tiles you can store in a ROM, assuming it's 256 KB.
As for the game, it consists of 50 levels including boss fights, but unless the levels take place on a single screen, that seems too much for an NES, so I was wondering if there was a limit on how many screens a game might have as well.
Attachments
The cutscene after defeating Mr.Claw.
The cutscene after defeating Mr.Claw.
Window0005.png (4.73 KiB) Viewed 8418 times
Window0001.png
Window0001.png (8.48 KiB) Viewed 8418 times
Window0002.png
Window0002.png (2.27 KiB) Viewed 8418 times
Level select screen.
Level select screen.
Window0003.png (8.03 KiB) Viewed 8418 times
The title screen.
The title screen.
Window000X.png (6.5 KiB) Viewed 8418 times

tepples
Posts: 22054
Joined: Sun Sep 19, 2004 11:12 pm
Location: NE Indiana, USA (NTSC)
Contact:

Re: Treasure Rush!! - Tilesets

Post by tepples » Sun Oct 07, 2018 5:59 pm

The number of tiles that you can store depends on the "mapper", or the exact configuration of memory and other hardware on the cartridge board. Your guess of 256 KiB (a total of 16384 8x8-pixel tiles) is a good first approximation. But there are other limits seen in common mappers, such as switching 64-tile (1 KiB) pages at a time (if your mapper uses CHR ROM).

There's not much of a limit to screen count, particularly if you can figure out a compact storage format for the levels. The practical limit in games of the era was 256 KiB of program, including code and level maps, though a few later games were bigger. But all the map data in Super Mario Bros. is on the order of 8 KiB. Show a typical level map, as might be seen at vgmaps.com, and I might be able to reason out how much memory it'd use.

User avatar
tokumaru
Posts: 11864
Joined: Sat Feb 12, 2005 9:43 pm
Location: Rio de Janeiro - Brazil

Re: Treasure Rush!! - Tilesets

Post by tokumaru » Sun Oct 07, 2018 7:30 pm

While there's definitely a limit on how many tiles can be used at a time and in total, there's no hard limit on how many screens a game can have. If they were randomly generated, you could even have an infinite number of screens! It all comes down as how they're stored in ROM. Take a look at this very interesting video by Morphcat Games explaining how they were able to cram a whole bunch of screens in such a little ROM. It may not be immediately noticeable to players, but most games have a set of constraints around how their levels are built, which are side effects of the techniques used to compress them.

Post Reply