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jolin1337 edited this page Feb 29, 2012 · 13 revisions

This section tells about the structure of a level in general, how we can divide levels into smaller peases to extract data from one square(16x16px) and use it. The rules we have setted up here are only what suited us best.


Alpha mapp

The alpha.png file tells us what type the tile of the level will be. If the tile is white the character can go there and if it is black the character can't go there, simple? Any way there are some tweens of this alpha mapp pixel color, those are listed here:

  • For a Graphic on screen pixel
    • R = + 1
      • length of autodetect( 20 >= 0 )
      • direction( rotation, 0 <= 3 )
    • G = level
    • B = image_id
    • A = global index of dialog( 253 >= 3 )
  • For a Portal/Door
    • R = WorldID
    • G = positionX
    • B = positionY
    • A = 254
  • Uniq Level rise
    • A = levels to rise
    • R = 0
    • G = 0
    • B = 0
  • Non walkable pixel for character
    • R = 0
    • G = 0
    • B = 0
    • A = 255
  • Walkable pixel for character
    • R = 255
    • G = 255
    • B = 255
    • A = 255

Graphics

This Graphics.png file is used for displaying items and other graphics on the world like assets that will be dynamicaly added(and removed). Divided in 16x21px squares that sumbolics the specified graphic to display. The Alpha mapp desides what item to show.


Overlay

This Overlay.png file is one image that will be drawn ontop of the layout.png file. This file will be above all characters.


Layout

Layout is the nice part of the game, without Layout.png file there would not be a good game, this file contaings the graphics of the entire current level! The artists in our group is painting these "layouts" just to make it look nicely. Great work there (Y)

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