Author Topic: Not Going Overboard...  (Read 9133 times)

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arti

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Not Going Overboard...
« on: June 25, 2005, 01:56:00 am »
I recently began to work again on After Apocalypse (RPG). I've done some rough programming, and now I'm working hard on the graphics.

My only problem is that there will be way too many graphics.

I saw and played so many good RPG's that don't have 1000 tiles, and still have diversity - what's their secret?

Offline DJ Omnimaga

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Not Going Overboard...
« Reply #1 on: June 25, 2005, 09:46:00 am »
Maybe their tiles are good? %)rolleyes2.gif

Well in reuben I used like 500 tiles I think, its because trees and walls borders are different than the middle of them, unlike the old NES games, in other words the tiles are too complex. I dunno what is the secret of RPGs with only a few tiles, maybe they use them in a special way

dysfunction

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« Reply #2 on: June 25, 2005, 09:48:00 am »
It's all in good tile design. Not that diverse tiles are bad, and actually you might be surprised at how many tiles these good rpgs you've played had. I'm certainly not an authority on conserving tiles (Aura will probably have a few THOUSAND).  

Offline mdjenkins86

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« Reply #3 on: June 26, 2005, 07:51:00 am »
TSOD doesn't use that many tiles at all, only around 350 at most.  I instead use bigger sprites when needed.  Because the mapper can draw invisible sprites, this isn't a problem...so I may actually have 1 sprite on the whole screen.  Because collision detection is a binary system...that is a 0 or a 1...I can create beautiful maps with only 10 sprites on the screen and not have  to conpensate.  My mapper is intellegent :)smile.gif   My collion detection is a cheating bastard that looks smart but really isn't. :)smile.gif

Wow 1000 sprites.  I could construct an entire universe with 1000 sprites.  


Another reason why you guys have so many sprites is probably because you use 8x8 or 16x16 sprites.

I use 20x20 sprites...but the resoultion on the 89 looks much finner so the sprites are much sharper. :)smile.gif

Offline DJ Omnimaga

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« Reply #4 on: June 26, 2005, 07:59:00 am »
I use 8x8 sprites. In fact what I do is that I make many different sprites that can be merged together in differnt ways, like the tree in reuben quest so the map doesnt look tiled, just take a look at the trees in those screenshots:
user posted image
user posted image
also as you can see the delimitation between water and land isnt always horizontal or vertical but also diagonal as well, not to mention that In reuben quest 2 there is variable water depth so there are areas in gray and deeper areas in black, also with diagonal delimitation. Basically I have 15 8x8 water tiles in Reuben Quest: The Lost Mirror.

Offline mdjenkins86

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« Reply #5 on: June 26, 2005, 08:02:00 am »
I agree, TSOD looks very tiled.  I am very impressed with the way you put things together... Your mapper must be BOSS

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« Reply #6 on: June 26, 2005, 08:07:00 am »
well making maps was easy because I made myself a small map editor. Basically all those tiles have a number ID ranging from 1 to 96 (due to some compatibility problem between OmnicaLC and xLIB sprite 0 didnt looked right) so I just have to make my 12x8 matrix made of sprite ID and xLIB will display it graphically and instantly. Of coursew in reuben there was some additional manipulation to do because I used a very old version of xLIB and I had two layer to display due to grayscale

making that kind of complex sprites is a pain tho :crazy:fou.gif

Offline mdjenkins86

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« Reply #7 on: June 26, 2005, 08:23:00 am »
Yeah, I know thats why I just try to keep it simple...
Our mappers are similar in a way.  Mine scans in a matrix size 1x40 and draws each line at incredible speeds.

dysfunction

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« Reply #8 on: June 27, 2005, 02:51:00 pm »
I'm actually using pics for Aura, so I only need a simple string for collision detection. I don't have to store any tiles that aren't collision-able, cutting down mem, and since I use pics, I can have an unlimited variety of sprites of any size (rangin from 16x16 up to 64x64- or even bigger now that I will probably have pixel, or possibly nibbel-scrolling). Mdjenkins- you said that you could construct a whole world with 1000 sprites? Well, I am constructing more than one. Imagine being able to travel to countless worlds, all with different customs, quests, and completely different architecture. All battles will be animated- indeed, they will be real-time- so of course I will need up to a whole pic's worth (8 sprites) for each type of enemy. My main character sprites are 16x24, but of course monsters will vary in dimension.

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« Reply #9 on: July 04, 2005, 02:47:00 pm »
are you still thinking about adding that scrolling?

dysfunction

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« Reply #10 on: July 05, 2005, 05:17:00 am »
Yes, I'm pretty sure I'm at least going to do nibble-scrolling, but I haven't tested the speed yet. I'm also considering making just the character sprite in 3-level grey so it will stand out more, though this will mean a little more work for masking.

Offline mdjenkins86

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« Reply #11 on: July 05, 2005, 12:04:00 pm »
this scrolling thing is killing me.  Does anybody know if its possible to plot pictures on negatives in C.  Can I plot pic on to (-54125+160,-300).  If this is possible, I could write this in one day.

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« Reply #12 on: July 05, 2005, 12:18:00 pm »
QuoteBegin-dysfunction+July 5, 2005, 12:17-->
QUOTE (dysfunction @ July 5, 2005, 12:17)
Yes, I'm pretty sure I'm at least going to do nibble-scrolling, but I haven't tested the speed yet. I'm also considering making just the character sprite in 3-level grey so it will stand out more, though this will mean a little more work for masking.  

 First just display your sprite, masked and all that stuff, then once everything is done now you can start switching checkered patterns to have the grayscale character. Once you need to move you just overwrite the whole display with the map. In other words same thing you do right now but with one more step, I am wondering if it would run fast enough tho

crzyrbl

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Not Going Overboard...
« Reply #13 on: July 14, 2005, 08:28:00 am »
if you want to lower your tile count, use less diagonals

CDI

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« Reply #14 on: July 14, 2005, 11:57:00 am »
well... the problem I always came to is the tiles for diffrent rooms... so I had a program draw the pic, then save it, then use xLIB w00t!