Leon: Tactical Asshole Cat

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Mihoshi20
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Re: Leon: Tactical Asshole Cat

Post by Mihoshi20 » Tue May 15, 2018 10:20 pm

Craigery wrote:
Tue May 15, 2018 4:32 am
Mihoshi20 wrote:
Tue May 08, 2018 11:46 am
So 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.
Forgive me if I am not understanding this correctly:
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...

Image
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.
PPU_chart.png
PPU_chart.png (28.3 KiB) Viewed 317 times
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.
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Tengen Games North
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Re: Leon: Tactical Asshole Cat

Post by Tengen Games North » Wed May 16, 2018 1:14 am

That does help me some Mihoshi20. Thanks!

What do you mean the HUD section is unchangeable, that is the font every game must use?
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Mihoshi20
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Re: Leon: Tactical Asshole Cat

Post by Mihoshi20 » Wed May 16, 2018 1:39 am

Tengen Games North wrote:
Wed May 16, 2018 1:14 am
That does help me some Mihoshi20. Thanks!

What do you mean the HUD section is unchangeable, that is the font every game must use?
At present the HUD area isn't used and there are no assets in the GraphicAssets folder that relate to the HUD. I imagine once the HUD is enabled for use then it'll be fully customizable. Variable size for the HUD is even also planned but at present the same graphics are always loaded in that block of the chr but go unused.
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Craigery
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Re: Leon: Tactical Asshole Cat

Post by Craigery » Wed May 16, 2018 2:50 am

Mihoshi20 that was beyond helpful! I need to browse the board a bit more rather that just the FB group.
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Mihoshi20
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Re: Leon: Tactical Asshole Cat

Post by Mihoshi20 » Wed May 16, 2018 4:21 am

Craigery wrote:
Wed May 16, 2018 2:50 am
Mihoshi20 that was beyond helpful! I need to browse the board a bit more rather that just the FB group.
Ah good good! I hoped it would be helpful and clear a few things up! :D
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Craigery
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Re: Leon: Tactical Asshole Cat

Post by Craigery » Sat May 26, 2018 5:02 am

Image

Planned out the top floor of my first level The House. Not crazy about alot of the colors, but I can figure that out later. From left to right we have a small bedroom, Hallway with stairway down, Bathroom, Master bedroom and closet. Lots of things to break in each area.
I need to finish my humans walk cycle and continue a patrol corgie that I started.
Also working on a HUD. There are 3 meters; how visible you are, how loud you are (if you run or land you would be making some of noise), and in which direction something is approaching. I will most likely add a timer as well.

Thoughts or suggestions?
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dale_coop
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Re: Leon: Tactical Asshole Cat

Post by dale_coop » Sat May 26, 2018 5:31 am

Nice first level, I like it.
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Sorry about my poor english
All I need: A Damn Fine Cup of Coffee
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jsherman
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Location: Cleveland OH

Re: Leon: Tactical Asshole Cat

Post by jsherman » Sat May 26, 2018 2:27 pm

This is a game I look forward to see develop further. Great original concept!

Any thoughts to adding a roll of toilet paper for Leon to unravel? ;)
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