Debating using smaller tiles in my qbasic game.
-
Debating using smaller tiles in my qbasic game. 16x16 is huge when you only have 100 vertical pixels. Like, if I made a 16x24 player sprite that's a quarter of the height of the screen
10x10 would be nice since it cleanly divides 160 and 100. But 10x10 gets into the realm of uselessly small. 12 would be better but won't fit into 160 pixels which is a big problem
Also not using 16x16 tiles means good luck ever porting to a console without redoing all the art
@eniko But if it's a scrolling game, then the tiles don't have to fit to the edges of the screen exactly, do they? 12x12 sounds good to me.
-
@eniko given that your target resolution isn't too far off what the gameboy had, I'd think 8x8 is the reasonable option with (and actually using it as 8x8.)
@slaeshjag 8x8 just becomes 16x16 again in practice
-
8x8 is just 16x16 since 8x8 is too small to be useful for much of anything so you wind up combing 2x2 8x8 tiles into a 16x16 tile and then i have the same problem all over again
@eniko Or you just yolo it and make Super Mario Land (Super Little Blob Guy Land).
-
@eniko But if it's a scrolling game, then the tiles don't have to fit to the edges of the screen exactly, do they? 12x12 sounds good to me.
@deshipu yes and no. doing horizontal clipping with qbasic's PUT is basically impossible so it is *very* preferable to have full tiles horizontally
-
Debating using smaller tiles in my qbasic game. 16x16 is huge when you only have 100 vertical pixels. Like, if I made a 16x24 player sprite that's a quarter of the height of the screen
10x10 would be nice since it cleanly divides 160 and 100. But 10x10 gets into the realm of uselessly small. 12 would be better but won't fit into 160 pixels which is a big problem
Also not using 16x16 tiles means good luck ever porting to a console without redoing all the art
@eniko While I know of some games that have managed pretty good visuals in small screens (eg.: Monster Hunter on the 3DS, 224p), 1.- those use a vastly different visual art and engine, highly reliant on zoom and 2.- 100px is still too small for that, IMO.
At that size limitation and if you might be facing redoing all the art for porting to consoles anyway, have you considered switching the art style to "symbolic" and using "symbolic tiles" rather than "graphic tiles"?
Kinda like games such as #ZZT did back in the times of the DOS, when you had to deal with 80×25 terminals (no graphics mode, even).
Symbolic visual art can also give a game a pretty fresh coat of paint depending on the genre, as can be seen in games such as #VVVVVV , and on a console port you could even add a "retro option" switch for the visual engine like how #MonsterBoy does, for extra fancy.
For extra bonus, on symbolic tiles you could even just use fonts for some symbols, since many of them have a 10pt option.
-
8x8 is just 16x16 since 8x8 is too small to be useful for much of anything so you wind up combing 2x2 8x8 tiles into a 16x16 tile and then i have the same problem all over again
@eniko Some of the J2ME mobile screens were near this resolution back around 2005-2006. 160x100 is a pretty common playfield resolution on some C64 games with all sorts of multiple of 8 tile sizes IIRC.
I should dig out some of my old QB code for you TBH. Are you allowing the use of POKE? You could do some nice effects with POKEing the video ram at &HA000 in SCREEN 13.
-
@eniko Some of the J2ME mobile screens were near this resolution back around 2005-2006. 160x100 is a pretty common playfield resolution on some C64 games with all sorts of multiple of 8 tile sizes IIRC.
I should dig out some of my old QB code for you TBH. Are you allowing the use of POKE? You could do some nice effects with POKEing the video ram at &HA000 in SCREEN 13.
@kelpana yeah PEEK/POKE and OUT/INP are allowed but i'm trying to avoid CALL ABSOLUTE with custom assembly
-
@kelpana yeah PEEK/POKE and OUT/INP are allowed but i'm trying to avoid CALL ABSOLUTE with custom assembly
@eniko I kinda want to assemble one of the 386's I have sitting in parts now. Your posts of getting me nostalgic for my mid 90s weird teenager experiments is QBasic (and pirated QuickBasic 4.5). 🤣
-
@eniko I kinda want to assemble one of the 386's I have sitting in parts now. Your posts of getting me nostalgic for my mid 90s weird teenager experiments is QBasic (and pirated QuickBasic 4.5). 🤣
-
undefined oblomov@sociale.network shared this topic
-
8x8 is just 16x16 since 8x8 is too small to be useful for much of anything so you wind up combing 2x2 8x8 tiles into a 16x16 tile and then i have the same problem all over again
@eniko stupid math