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Creating a Mode 0 - Game - Technical Help

Started by invent, 01:38, 12 September 15

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invent


Hi Everyone,


Below is more pixel testing :)
I have a few questions:


1) When building a Mode 0 game, is there a tile grid I should work with (eg in Amiga designs I might use 16x16 or 32x32). 
At the moment those checkered boxes are 12w x 24h pixels to keep the square format. 


2) This game will be non scrolling but will be similar to the game "". 


3) If I am aiming to be played on all CPC machines eg 464 upwards. Is there any restrictions I need to think about.


4) No name for this game as yet, so if you have any thoughts :)  I tried here remixing the words Amstrad :)









I will probably build the map with [/size]Tiled[/size] map editor.
Enjoying/Creating Retro Games

reidrac

Interesting one!

I'm trying 8x16, but I feel it might be too small. Still need to mock up everything to be sure.
Released The Return of Traxtor, Golden Tail, Magica, The Dawn of Kernel, Kitsune`s Curse, Brick Rick, Hyperdrive and The Heart of Salamanderland for the CPC.

If you like my games and want to show some appreciation, you can always buy me a coffee.

TotO

#2
Hello!

Yes, for saving memory and display faster, it is better to use sprites and map tiles with "size of char" to display.
12x24 for your tiles is nice to have beautifull graphics.

To work natively on 464, you must not use more than 64K of RAM.
If you want your game look really smooth by using a double buffer, you should be really limited.


The UWOL engine does exactly that:







"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

ronaldo

It actually depends on your game and design skills. You can use 4x4 pixel tiles and get combinations of them to produce different 8x16, 12x24 "tiles". Drawing 4x4 tiles is just a little bit slower than drawing 8x8 pixel tiles if you do it properly, and could be more flexible depending on your ideas.

It's a matter of choice :).

However, tilesizes like ??x20 are usually slower to draw because you cannot rely on aligned character boundaries (memory sort of "jumps" every 8 lines). It is preferably to have multiples or divisors of 8 on the y-axis.

TotO

In his case, each tiles are 3x3 char sized. That took less memory and print faster than char by char.
But sure, in some cases, reusing char allow to save gfx storage.
"You make one mistake in your life and the internet will never let you live it down" (Keith Goodyer)

invent

Thankyou all for the replies, very useful information that I will go back and experiment on further designs and see what works well.

Enjoying/Creating Retro Games

TFM

Hi! We made best experiences with 16 x 16 Pixel tiles. Here two examples:







TFM of FutureSoft
Also visit the CPC and Plus users favorite OS: FutureOS - The Revolution on CPC6128 and 6128Plus

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