Understanding Zelda link to the Past Tileset level Design (Top Down RPG )

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Understanding Zelda link to the Past Tileset and level Design (Top Down RPG ) A brief history on snes rpg tileset and level design, I'm sure this will help some game developers out. A how to video. rpg game making tips, map, stage,
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The thing with ALttP is that while each tile is drawn 16x16, in the program called Hyrule Magic, the tiles that make up the entire overworld (Light and Dark Worlds) are drawn in 32x32 tiles.

truepixelgamer
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I'm pretty sure that each tile is in fact 8x8 pixels in size. Several of the 16x16 tiles contains multiple identical 8x8 tiles, and many different 16x16 tiles are made up of the same 8x8 tiles. Look at the red roof for example. If 16x16 tiles where used then there would need to be 5 16x16 tiles to make up the top of the roof (only looking at the flat part, and ignoring the edges - to make my example simple). But with 8x8 tiles you'd only need 2 8x8 tiles. That's a difference of 1280 bytes (16x16) compared to 128 bytes (8x8), i.e. ten times less data used to represent the top of the roof if using 8x8 tiles.

I think that the SNES was able to do either 8x8 or 16x16 tiles, but whatever you went for you'd have to use the same palette for each 16x16 square of the screen, so using 8x8 tiles but putting them in a way so that each 16x16 square appears to make up an individual 16x16 tile makes sense.

I love your video, just wanted to say this if you or someone else would find it interesting! :)

oonmm
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hi there!
I appreciate your video man!
Although you are giving wrong informations in it :/
You can clearly see the rock in the origional map isn't made of such few tiles.
Rotating shouldnt be used!
you can clearly see the top corners should be drawn in a different way/perspective then the bottom ones!
This gives a much more dimensional feeling!
The way you did it(rotating) creates a much more top down feeling, which looks kinda weird.

Just compare the top right corners of the rocks to get what i mean ;)

jahvansi
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With a Link to the Past, it's not always the case that the top, sides and bottom of an object (say, that big rock) are the same tile rotated 90 degrees. It is for indoor areas like dungeons, the walls of a dungeon room are all the same number of pixels high. In outdoor areas, to sell the "above and to the south" camera angle, walls facing North are smaller, east and west are medium, and south is taller, in increments of 8 pixels. Diagonal walls also form seams differently. LTTP is actually on an 8x8 grid; not 16x16. Things like those narrow walls that are everywhere in dungeons, like on the edges of platforms? Those are 8x8, as are a lot of smaller details.

thegardenofeatin
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Awesome video, thank you for sharing! Although, while I love the Zelda music, in this case it was a bit annoying, I'd rather just here you talk ;)

lordhuebi
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Thanks for making this video, he said 2 years later :)

BudLeiser
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It's the opposite of what you're saying. The game isn't using a completely top down view, it's angled North so most of the tiles are recreated for each facing direction.

conorbyrne
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This may be a stupid question as well as a bit late but is a temple made up of seperate maps (files) or one that pans over when you walk through a door.

Garbageday
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what is the rpg editor you're using and what is it called?

curtisnoel
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Why the music when your talking? I have to turn up volume to hear you and it is aggravating my wife.

garylake