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>> No.2489604 [View]
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2489604

>>2489517
OP here.

There really isn't an art style yet besides a player sprite, which someone is working on. I put together placeholder graphics for the background. Really you can draw anything you want concerning the level. Here are the limitations for both graphically.

Objects (ie sprites) ============================
8x8 pixel character (ie tile)
4-bit color indexed pixels (16 color indexes, color index 0 always being transparent)
9-bit name (512 character choices)
8 palettes (16 colors each, 5-bit per channel RGB color)
2-bit priority (4 priority levels determine how to layer with backgrounds, not objs!!!)
Horizontal and Vertical flip of character
Can be placed independently anywhere on the screen.
Used for players.

For backgrounds ==========================
8x8 pixel character
4-bit color indexed pixels
10-bit name (512 character choices)
8 palettes (16 colors each, 5-bit per channel RGB color)
1-bit priority (2 priority levels determine how to layer with backgrounds _and_ objects)
Horizontal and Vertical flip of character
Is arranged in a tile map 32x32 tiles that fills that screen, can be scrolled as a whole.
Used for level, hud.

TLDR: You have 8x8 pixel tiles that can choose from 1 of 8 palettes with 16 colors each. Sprites can be placed anywhere (even on each other), while backgrounds span the screen as 32x32 tile images.

Practically, I have made background collision detection work on an 8x8 grid corresponding to the background screen definition. There are essentialy 3 types of game tiles planned: air, solid, and harmful tiles. These can be defined seperately in another array. The important thing while making graphics for the background is to make it work with the collision detection, even roughly.

I can you both types of graphics. Let me know what you're interested in.

=================

Been working on the punch/uppercut, but it's not ready yet, so no update tonight.

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