Apr 1, 2023 at 1:46 AM
Join Date: Apr 1, 2023
Location: Bushlands
Posts: 40
how do you think this will translate to the larger maps and bigger levels? maybe split them up into many chunks or sumn? idk just spitballin hereIt's absolutely ridiculous how much I had to compress the maps for this, I mean... just take one look at this
EDIT-Could probably fit the original map in there, I may just have to reduce the amount of unique 8x8 tiles it uses
I may just have to make the larger levels a lot smaller than their original size, but besides that I think I could be rather accurate with the map designhow do you think this will translate to the larger maps and bigger levels? maybe split them up into many chunks or sumn? idk just spitballin here
You really should be implementing scrolling rather than downsizing the maps. I'm sure GBStudio would have a feature for this.It's absolutely ridiculous how much I had to compress the maps for this, I mean... just take one look at this
EDIT-Could probably fit the original map in there, I may just have to reduce the amount of unique 8x8 tiles it uses
As seen in the original screenshot attached to the post, I have already tried that, but I may try it again.Personally I think a Gameboy port of CS is better off being half-res. As in 8x8 tiles instead of 16x16. It's just that it makes it harder to hit that sprite limit and it gives you more space in vram.
This. A platformer on the Game Boy with 16x16 tiles would take up a lot of real estate on the screen. Games on the game boy usually utilized smaller tiles to combat this. The screenshot looks like something more reminiscent and/or playable on the console, so i do recommend you do try it again as a second opinion. Still really excited to see where this is going, though!Personally I think a Gameboy port of CS is better off being half-res. As in 8x8 tiles instead of 16x16. It's just that it makes it harder to hit that sprite limit and it gives you more space in vram.