Franco92 made a post here http://nesmakers.com/viewtopic.php?f=19&t=133 displaying a nice layout chart where NESMaker sticks it's graphical assets. Using it as inspiration I've made an enhanced chart that might help you when planning out the graphics.Craigery wrote: ↑Tue May 15, 2018 4:32 amForgive me if I am not understanding this correctly:Mihoshi20 wrote: ↑Tue May 08, 2018 11:46 amSo far it looks like you're well within constrains. Currently Player and primary assets are restricted to a 16 tiles across by 8 tiles down grid making for a total of 128 tiles for player assets. Essentially half of the grid shown there. You don't have to group the tiles together as that's done when you're defining what tiles makeup the player and it's animation. These 128 tiles are always loaded with each screen so are generally also used for projectile assets and other common sprites and not just the player, so you may want to keep this in mind. The HUD however is a different tileset so you don't have to worry about that.
128 tiles for the Player/Primary assets
128 tiles for Background/HUD
So if I have this correct anything not in the background is part of the Primary assets? Are HUD elements with the Background tiles?
I am re-watching the tutorials to find some of these answers too.
Also, because I have thing for gumball machines...
Each square represents an 8 pixels x 8 pixels tile.
1A - Player Section: 128 8x8 tiles total. These tiles are always loaded. This section tends to include all the animations and tiles that makeup the player and death animations and projectiles. Max current size for a single player sprite is 8 tiles by 8 tiles (64 pixels x 64 pixels total), but this would severely limit direction variety and animation as it would use up most of the available graphics space for the player.
2B - Monsters Section: 128 8x8 tiles total. Similar to the player section. This section tends to include enemy and NPC sprites and animations. This section can change from screen to screen. Max current size for a single monster is same as the player but would severely limit monster variety along with facing directions and animations.
3C - Main Tiles: 96 8x8 tiles total, but generally grouped into 16x16 tiles for a total of 24 individual screen tiles. This section contains your background and foreground tiles. Can change from screen to screen.
4D - Screen Tiles: 32 8x8 tiles, but grouped into 16x16 or more tiles for a minimal total of 8 screen tiles. These tiles are shared between screens and don't change.
5E - Auto tiles/Paths: Similar to screen tiles but join together and can't be used separately. Generally used as paths, water tiles, or grass patches.
HUD Section: Isn't used yet and doesn't seem to have changeable assets.
Hopefully this helps and if you have further questions feel free to ask away.