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Author | Message |
Golbez22
Midshipman ![]() ![]() Joined: 09 January 2014 Online Status: Offline Posts: 44 |
![]() ![]() ![]() Posted: 03 December 2014 at 4:10am |
Hello, I am planning to make assets for a concept game (technically I did start)
One of my large problems is... for a character that is 160x160px what size should the world tiles be to make the character seem a normal size? The game will be in the style of Children of Mana/LoZ |
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jalonso
Admiral ![]() ![]() Joined: 29 November 2022 Online Status: Offline Posts: 13537 |
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Not having any example to see then if the player sprite is 160x160 then your doors should be min 160x160 too so everything is to scale. So tiles could be based on 40x40, 80x80 or 160x160.
If your player sprite is on a 160x160 but that includes white space then whatever the player height is then that's your door height/width. Divide world/BG tiles based on whatever it is. |
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eishiya
Commander ![]() ![]() Joined: 04 August 2022 Online Status: Offline Posts: 1109 |
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The size of the tiles you're building things out of has no direct impact on the visual size of the objects in the game world. You can build a door out of one tile, 2 tiles, 4, 6, a hundred tiles... You should first create some rough graphics for various visuals you'll need, then decide how you can split them up in a way that's convenient to work with and allows an economical use of tiles (that is, easy reuse).
Another thing to consider is how, if at all, the tile size will impact gameplay. For example, platformers often have their logic tile size (for their coordinate system and collision checking) be the same as the graphical tile size, since the world has to be built out of tiles that size anyway. The character size may be defined in terms of those tiles, but their dimensions are often not 1. Characters are often multiple tiles tall and/or wide. |
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