gilbot
Member
Hello all,
I am working on a basic platformer framework to produce a few "mini games" just to get my feet wet before moving off to a larger project.
I have followed multiple tutorials and have a few things working smoothly. Gravity, collision detection, jump height(s) based on jump button presses short shallow press = shorter jump long held button press max height jump, wall jumps figured out and now gamepad support is done.
Now I am moving away from the basic tutorials and planning to add my own art and to build a few levels. Once done I plan on uploading to opera gx.
I am going for a pixel art game following the mario 3 scale. Character @ 16 x 32px tiles @ 16 x 16. When creating my rooms what is the typical "math" one should use for such sizes? is there a formula? I am looking to have the finished products at full screen. I am lost when it comes down to scale.
Any and all help welcome.
Thank you all very much.
- gilbot
going half 1920 X 1080 = 960 X 540 looks decent designing levels and running at full screen. Now I will manipulate the width to extend the level(s) and possibly the height as well. Then use a viewport using 960 x 540 and see if that looks good.
Is there a process to this or is it more trial and error?
anyway, looking forward to any replies.
Cheers folks
I am working on a basic platformer framework to produce a few "mini games" just to get my feet wet before moving off to a larger project.
I have followed multiple tutorials and have a few things working smoothly. Gravity, collision detection, jump height(s) based on jump button presses short shallow press = shorter jump long held button press max height jump, wall jumps figured out and now gamepad support is done.
Now I am moving away from the basic tutorials and planning to add my own art and to build a few levels. Once done I plan on uploading to opera gx.
I am going for a pixel art game following the mario 3 scale. Character @ 16 x 32px tiles @ 16 x 16. When creating my rooms what is the typical "math" one should use for such sizes? is there a formula? I am looking to have the finished products at full screen. I am lost when it comes down to scale.
Any and all help welcome.
Thank you all very much.
- gilbot
going half 1920 X 1080 = 960 X 540 looks decent designing levels and running at full screen. Now I will manipulate the width to extend the level(s) and possibly the height as well. Then use a viewport using 960 x 540 and see if that looks good.
Is there a process to this or is it more trial and error?
anyway, looking forward to any replies.
Cheers folks