#1914 - Link - Sat Jan 25, 2003 7:31 pm
??
How i can have bigger control on the tile? i Explain: Think to heve a tile of a wall, but it is no completly wall but just in the middle, 25% void space then 50% of wall and at last 25% of void space. when i meet this tile i can't continue to go if the part of the wall is in front of my way, but if i mome me of just pixel so i can stay in the void space i can continue to go. So how i can understand that from a single tile?
#1915 - Splam - Sat Jan 25, 2003 7:45 pm
I think I understand what you want to know so, the graphic in the tile has nothing to do with if you can move through it, it's the way you check for collisions that is important. Sorry, probably not much help but if you search around the forum there are a few posts about collisions detection and there's no point in repeating them here ;)
#1925 - Link - Sun Jan 26, 2003 12:01 am
OK but can you tell me what is the more used dimension in pixel to rappresent the tiles? (Better if are Castlevania's tile or Metroid)
#1939 - Link - Sun Jan 26, 2003 10:40 am
up!
#1953 - Link - Sun Jan 26, 2003 7:17 pm
up please!
#1954 - Link - Sun Jan 26, 2003 7:18 pm
what is the tile dimesion in GBA? if think 10 pixel. Is it? The dimension is constant or there are tiles more bigger or smaller in the same game?
#1956 - Splam - Sun Jan 26, 2003 7:26 pm
Tile dimension is 8x8 pixels, either 256 or 16 colour (64 or 32 bytes) you CAN'T change the size BUT you can group them together while making your background map (2x2 tiles 3x3 tiles etc) to make map editing easier. You can also (but it's a waste really) scale up/down the screen so the tiles VISIBLY become larger/smaller but physically they're always 8x8.
#1965 - tepples - Sun Jan 26, 2003 9:12 pm
Super Mario Bros., The Legend of Zelda, and Metroid all use a logical tile size of 16 pixels by 16 pixels (2 tiles by 2 tiles).
_________________
-- Where is he?
-- Who?
-- You know, the human.
-- I think he moved to Tilwick.
#1973 - Link - Sun Jan 26, 2003 10:50 pm
tepples wrote: |
Super Mario Bros., The Legend of Zelda, and Metroid all use a logical tile size of 16 pixels by 16 pixels (2 tiles by 2 tiles). |
In which sense?
How do you know it?
#2011 - pollier - Mon Jan 27, 2003 7:27 pm
From observing the games it is fairly easy to see the patterns, and to notice that all of the repeating blocks are 16x16. It's a matter of visual estimation; you could count the pixels if you like, but it's fairly obvious to notice that all blocks are at least 16x16 or multiples of 16 in height and width.
_________________
(Works for me!)
#2014 - ampz - Mon Jan 27, 2003 7:52 pm
For games like thoose there are quite some space savings and code simplifications associated with the use of 16*16 instead of 8*8 tiles.
The maps for the two worlds and all the caves and dungeons in Zelda must be huge as they are now... If they used 8*8 tiles, the size of the maps would be four times the current size.