-
Posts
3,136 -
Joined
-
Last visited
Rikifive's Achievements
Single Status Update
-
Working on some destructible boxes/crates, barrels and stuff --- and that made me thinking, that 12x12 tiles are kiiiiinda too small?
So I've made some comparison
===[ 12 X 12 ]===
Currently, the maps and everything are 12x12, except characters and enemies, as their size varies and they're moving anyway.
World in 12x12 tiles isn't bad, it allows me to make it all more detailed I guess. However, the crates appear to be small, even though the proportions compared to ponies seem to be okay-ish, though I suppose these could be bigger, because ponies won't be able to hide in these lol. The problem is just shooting these down, as it requires jumping around.

===[ 16 X 16 ]===
I was thinking of ... redoing everything in 16x16.
That would allow to shoot these down while crouching, so it wouldn't be a hassle.
Also, having larger tiles would be more optimized, as there would be less blocks to check for collisions.===[ 20 X 20 ]===
20x20 would be about the size of Twilight's sprite, so that she would be somewhat occupying 1x1 block. That would be plain and simple, if there would be a 1-block tall passage, Twilight would be able to go through it.
Buuuut 20x20 on the other hoof, are simply too big. The world would really feel blocky.
Leave the tiles, adjust something else you douche
Then I realized, that crouching is just meh, because it doesn't make much of a difference; Twi shoots barely few pixels lower, which isn't effective against enemies either and it wouldn't come in handy in general, as chances to avoid projectiles that way are rather low.
Sooooooooo I remade the sprite for crouching


Isn't she adorable now?

She can now shoot low enough to destroy things, that were hard to hit earlier.
And in the end, it even works pretty well with 12x12 tiles;
She can normally go through 2-block tall passages like before:
BUT! She can also sneak through these tiny ones:


There also are other improvements I need to do with the sprite sheet. yay my favorite...

- Show previous comments 4 more
-
-
If you keep 12x12 tiles, you can use a slightly faster math to find the tile pixel origin from a tile position:
x_pixel_org = (x_tile_pos << 2) + (x_tile_pos << 3); y_pixel_org = (y_tile_pos << 2) + (y_tile_pos << 3);
But there is no fast way to do divide or modulo, which you really want. So I always suggest use tile size of 8 pixels, 16 pixels, 32 pixels, etc, and the same goes for sprites. Doesn't have to be 8x8 though, can be 8x32 (odd example).
-
@Tacodidra Maybe yes, but it's totally fine; Yay!

Have you really?
That's really nice!
The beginnings are always the worst, but that shouldn't discourage you from keeping trying.
My first works also were trash. 
@Totally Lyra sneaky cute
@Stone Cold Steve Tuna You mean on the project in total? It's really hard to tell actually, as there were breaks and other projects in meanwhile (such as 'Art of the Dress' game, for example).
I started that project in May, 2018, got it working in about a month or less, then kept improving/adding stuff, but it's hard to tell how long I'm actually working on this, as there were many things in meanwhile. You could dig a bit of information from my blog I suppose.
@DivineCheer1000 kek, me too.

@Cash In Thank you!
@Splashee I'm kinda confused, where did that come from?
- Show next comments 18 more
