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Onag

JCF Member

Joined: Feb 2002

Posts: 165

Onag is doing well so far

Oct 14, 2003, 09:30 AM
Onag is offline
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Onag Email: bgano@inocompany.com

I don't have a problem with revealing more on the screen. The problem lies in the level design. JJ2 levels were designed more for a 320x240 game. If the levels are designed with the resolution in mind, there shouldn't be a problem.

I'd still like to play around with 64x64 tiles, though. It would be nice to use larger tiles for forground and be able to scale them down for background. We'll play around with different things when the time comes and decide the best resolution. For now, let's assume we're going to use the standard 32x32 tiles.

Memory shouldn't be too much of an issue. There will be no need to make huge tilesets (4096 tiles), because you will be allowed to use more than one tileset for a single level. That way, you won't have to cram every possible tile type into a single tileset (whether used or not). Tilesets can be much more specialized, and included only when needed.

Also, tile flipping/rotation/alpha will be allowed, which will further decrease tileset sizes.

I'm also considering vector maskes instead of bitmap. This would allow for more realistic physics and smoother motion. It would also significantly decrease the memory required to store mask information. I can explain more about the vector mask idea if anyone is interested.

Again, we're just going to have to wait and see what works in practice. The standard hardware will likely change quite a bit between now and the release date anyway.

-Nag