Something is annoying me with the underground section of the green zone levels: it's too repetitive. It shows in every screenshot I try to make. I have variation tiles that could make it less uniform, but they don't really work if we repeat them. I have plans for a background, parallax layer underground, but it only really works in open environments, not in tunnels, and underground areas are mostly made of tunnels. in the Green Zone.
But those funny pillars might work as foreground layer as well! Maybe even better because they're bigger than the pebbles repeating tile of ground I have. They would focus the gameplay in a smaller part of the level just like a circle-of-light would, but with something pleasant to look at. The question is, how can I make it indeed focusrather than obscure. I don't want to make Infogramish game where you don't see where you're heading to because of the foreground.
Let's ask Bouli to make a bit of math, here: if my foreground layer advances by e.g 3 pixels everytime my regular layer advances by e.g. 2 pixels, then I just have to make a map that is 3:2 bigger than the playfield if I want to follow things properly.
I mean, my "foreground" map would be drawn over a 150% zoom up of the main map, and that should be it. At least, that's the intuition. How to confirm it quickly ? Well, how about cutting some paper to make a live overlay and make it move around. Of course, you have to consider that only a part of the result will be shown to the player, too.Does that mean I need a special mode or a variant of the Level Editor ? ... maybe not. At least, not more than "use the "physical" layer of gac.map (move by 2:3) and let me edit gacfg.map on top of that.
The fun trivia here, is that the initial motivation was to find a way to have VRAM for textures now that I know it does not require palette slots. But while comparing the options, I came to the conclusion that I had no real use of 3D in the green zone anyway, except maybe to render more trees in the background... but checking Case Portman's Lost in Fuzz video, I realised that proper amiga-style parallax would work better than any 3D and would be easier to make here. And yes, I'm only using 2 tilesets out of the 256K allocated to the background tiles in Dreamland, so I could fit a 3rd one and another "infinimap" in the unused space ...Does it means textured 3D becomes out of reach ? No, but that Bilou's Dreamland will sometimes use 3D, sometimes not (plain 3D does not require more VRAM, but it consumes one layer).
Does it means Yoshi-Island-Style dual screen action should be forgotten ? No, but it would only work in levels where we have no 3D objects and no fancy lush background/foreground maps.
Does it mean having Bouli or another character "telling the story" on one screen while Bilou is "living the action" on the other impossible ? No, but Bouli may have to survive within 16K of sprite VRAM, using DKC-like live-update techniques for his animations.















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