...basically I want to use actives for everything- pretending that the backdrops are backdrop objects (they wouldn't move or do anything like an active object apart from change colour- within the backdrop palette)
Originally Posted by Eternal Man [EE] I have a question about the actives sprite sheet. Usually, characters and enemies aren't perfectly square or rectangular, they are rather uneven. So when I puzzle together the sprite sheet I assume that you use the total "box size" of the sprite, like 16x16 or 16x24 or whatever size it uses.
The question is then; Should the sprite's tile size in the sheet be equal to the largest "box size" used by it, or can it be the generic stop animation?
Like my cool cyborg thing. The stop animation fits into a 16x24 tile, but during the run animation it uses up to 24x24. Should that sprite occupy 16x24 pixels on the sprite sheet or 24x24?
And how about bullets? We agreed on being able to store all kinds of bullets inside one bullet object. Should that sprite be as big as the biggest bullet when represented in the sheet?
//EE
You can go a few pixels over in some of the animations. Just try to have a size in mind and try to keep it at that.
What I mean is try to keep everything roughly inside 8x8 16x16 24x24 etc so it is easier to keep track of what you have and what space there is left for other objects. Even if some of it is empty space.
But yeah i would say bullet object (or anything else like it) are as big as the biggest animation frame or direction. But again you can go a few pixels over.
If thats a bad answer it's because i can't really be strict with rules, it's just not in me.
Good answer! I supposed it'd be that way, but I had to ask!
In the first post it doesn't say anything about layers, but a bit down where Andy stipulates the graphics rules it says "one layer only". I guess someone forgot to copy that line.
Originally Posted by Marko Oh balls - i've currently got 3 layers and have used actives as backdrops. I think i'll have to can my effort for this entry and start again
Actually, i think i can keep going with this one, i've worked out a way!
This is a very early build for "Ayrton Senna's F1 Champion". Unlike the more obvious choice of making a platform-style game, i've wanted to have a go at making a 8/16-bit style racer for a long time; the Console Wars compo was a great opportunity! At the moment i'm debating whether to keep it based upon a Grand Prix season or to go off on a tangent and make it OutRun-esque, with various extreme and exotic locations.
Keep it up, Marko! It's looking fantastic so far. How much time do you have before the deadline...has it been announced? If you have more, then I'd recommend going for the OutRun or even RoadBlasters style. But the F1 game looks pretty much like you have already in your screen shot, maybe putting a background, some side-of-the-road obstacles, and then of course the AI racers. How about a rear-view mirror...?
I'd love to pick your brain on how to put a game like that together; one of my projects currently uses top-down but it really needs the over-the-shoulder perspective to make it play correctly. If you can share with me some of your suggestions, examples, or tutorials on how to achieve that racer effect you have, it would be GREATLY appreciated.
Best of luck to you and the other contestants in this compo!!!
Glad you like, man! I'm going to submit this as open source so anyone can take a look at it if you still have questions, i'd be happy to answer over the forum or pm's
I think i may go down the crazy route of racing F1 cars against other F1 cars on open roads throughout the world. Let's go all-out arcade!!