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Currently, the way I (or Iambian, rather) handle transparency in my games is similar to how NES reserves one channel for masking. In this case, dark gray is always the mask; so sprites only consist of black and white, and light gray. Any dark gray in the sprite is just something that outlines the areas that need to be read as transparent. No need to draw duplicate sprites for masking. It was also decided that avoiding dark grays helps sprites stand-out from their environment. The sprites would appear somewhat brighter than BG objects.As I mentioned, I already looked into the transparent HUD idea, but didn't get good results. The only way to really distinguish the hearts from the BG is to draw a white outline; but then that makes the hearts appear really awkward in the case of grayscale. I would also have to make them substantially smaller to fit them within an 8x8 space. This is why I decided on the reserved space for the HUD in the first place.
It's fairly easy to distinguish on some models, but less so on others. I just don't think it would work out. Plus, I already have a portion of the maps designed around the current HUD. I can't change it now without completely redesigning these maps.I've finished Zora's Domain. Haven't added all the events yet, but this is the gist of the map layout.
wow I love that new part o.oBtw how many maps do you think the entire game will have? Even if just an approximate number (example, the equivalent of 3 other maps of that size). It might give me an idea of how large the final game data might be for maps