Post by hyperfighting on May 3, 2022 12:01:40 GMT
0x8bitdev
Actually, your layout looks strange... Could you please send me a reference game that 100% reflects your ideas, so that I could suggest something.
Actually, your layout looks strange... Could you please send me a reference game that 100% reflects your ideas, so that I could suggest something.
If you think Super Mario Bros 1 for NES you have platforms and if you fall into pits you die.
In this case the platforms appear on the top two rows of the map open air and outer space and the bottom two bottom rows are the "PIT"
In SMB when you fall into a PIT you die. In this game if you fall into a PIT you fall two screens and if you have no lives left you die when you hit the ground.
If you use the video as a guide there are four selectable characters two on the ground and two in the sky. The players on the ground are chasing the players in the sky (Accept we as the player cannot see them doing that but that's what they are doing. If one of the Zuks gets knocked out of the sky one of the Zuks on the ground springs into the air to take the place of the fallen solider.
0x8bitdev
As for the 'Skip zero CHR\Block' options... By default, all the CHRs\Blocks\Tiles are zero-filled arrays. So, all the blocks data are linked to the zero character in CHR bank and all the tiles data are linked to the zero block (all zeros). But, after importing, when that zero character in CHR bank is filled with some tile, you'll see that character in all unused blocks and tiles. Thus, all your unused data will be filled with "abrakadabra" or with the first character in a CHR bank.
This option just helps to make things clear. It reserves the first character in CHR bank and the first block 2x2 and all your unused blocks\tiles look empty. You can see where your data ends.
That reserved character and block may be deleted during the optimization process.
As for the 'Skip zero CHR\Block' options... By default, all the CHRs\Blocks\Tiles are zero-filled arrays. So, all the blocks data are linked to the zero character in CHR bank and all the tiles data are linked to the zero block (all zeros). But, after importing, when that zero character in CHR bank is filled with some tile, you'll see that character in all unused blocks and tiles. Thus, all your unused data will be filled with "abrakadabra" or with the first character in a CHR bank.
This option just helps to make things clear. It reserves the first character in CHR bank and the first block 2x2 and all your unused blocks\tiles look empty. You can see where your data ends.
That reserved character and block may be deleted during the optimization process.
0x8bitdev
p.s.: You can use the MAPeD version from the development build. The latest version has optimized map rendering. Now it's a much faster.
p.s.: You can use the MAPeD version from the development build. The latest version has optimized map rendering. Now it's a much faster.
Sorry I never understood quoting properly....I'm learning