Tileset contribution!

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Offline sergiocornaga

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Re: Tileset contribution!
« Reply #15 on: December 16, 2010, 00:27:10 »
Haha, turns out I have a few more questions after all.

  • Do tiles appear in front of or behind characters?
  • What size are the collision masks for the characters?
  • How is tile overlapping handled in terms of which tile appears on top of which?

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Offline Nifflas

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Re: Tileset contribution!
« Reply #16 on: December 16, 2010, 01:07:15 »
Tiles appear in front of the character.

The largest collision mask for a character is 24x32 though it is difficult and annoying to climb down a 24-pixel wide hole (so 32x32 is sort of a minimum size for a place where a character can walk). The two different characters uses different collision masks, and when you transform between the characters - if an overlap occurs with the new mask it is pushed out of the wall until it no longer overlaps. However, if this process fails (if there's no nearby room for the new character), the player will die. This is technically not a bug, I specifically designed this to happen. Designing levels with way too narrow spaces should be avoided though.

Tiles are rendered from left to right, from top to bottom, like letters in a book. The last rendered tile appears on the top. As the idea is to stick to all-black for tilesets that will make it into the main game, this information is only really important if you intend to break out of the limitations and do a tileset for the library only.
« Last Edit: December 16, 2010, 01:10:29 by Nifflas »

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Offline sergiocornaga

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Re: Tileset contribution!
« Reply #17 on: December 16, 2010, 02:13:40 »
Thanks! Oh, one more thing: is it possible to place multiple tiles on top of each other like in Knytt Stories?

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Offline Nifflas

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Re: Tileset contribution!
« Reply #18 on: December 16, 2010, 08:58:38 »
Ah, no, there is just one tileset layer and one sprite layer, but there are at the other hand 12 object layers.

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Offline Bubble

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Re: Tileset contribution!
« Reply #19 on: December 16, 2010, 23:14:20 »
I'm going to work on something later on but, for now, here are some templates for Gimp and Photoshop to make these tilesets.  Basically, I just took Nifflas's tileset and added guides to make it clear where the tile and overflow should be drawn.  Hope this helps!

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Offline TheDarkOne

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Re: Tileset contribution!
« Reply #20 on: January 03, 2011, 05:32:17 »
I'm going to throw some together tomorrow, it's 9:32 right now for me.

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Offline sergiocornaga

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Re: Tileset contribution!
« Reply #21 on: February 22, 2011, 05:08:26 »
In working on my tileset I've discovered another question I need answered. Can the collision mask go out of the 32x32 square and into the padding/overflow area?

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Offline Nifflas

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Re: Tileset contribution!
« Reply #22 on: February 22, 2011, 14:37:47 »
Yeah, sure!

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Offline Headgrinder

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Re: Tileset contribution!
« Reply #23 on: March 06, 2011, 22:25:46 »
So do tilesets make up the collision layer like in KS, or are the two separate like in Knytt Experiment?   Can object be placed in the foreground in front of the tilesets?

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Offline Nifflas

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Re: Tileset contribution!
« Reply #24 on: March 06, 2011, 23:26:02 »
Two separate, one for collision, and one for graphics. Objects can be placed in front of the tilesets.

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Offline Mr Fish

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Re: Tileset contribution!
« Reply #25 on: April 02, 2011, 11:41:05 »
Heres a totally blank tileset guide

- I'm finding it very useful (It's very much like tileset 0)  :)

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Offline sergiocornaga

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Re: Tileset contribution!
« Reply #26 on: May 30, 2011, 08:16:10 »
I have now finished all the tilesets I can. I was able to implement most of the ideas I had within the time limit, which I'm happy with. When the time comes, I'd like to be involved in beta testing so I can find out if any of my masks are too complex and adjust them if necessary.

Special thanks to Bubble; I used your templates extensively.