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Tutorials Read this before any attempts, please.

#1 User is offline Phoebius 

Posted 09 November 2008 - 02:28 PM

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What you need to know about structures of a sonic level

I'm writing this tutorial because some members are not familiar with that, since they used to work on some programs like The Game Factory, for example.

16x16 Tiles

If you look closely, every sonic level is made of 16x16 tiles. 16x16 tiles are graphics blocs of 16 pixels dimensions.
All the levels parts that aren't objects are made with those tiles. They can be animated, but only with a rotating palette.
I'll take example on Aquatic Ruins Zone to illustrate my point. Here are some 16x16 tiles of this zone :

Posted Image

Due to the Genesis limitations, the number of those tiles are limited.

As we're using E02 engine, we need our levels to be structured like that.
Here is, for example, my tileset from Cosmic City zone :

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I recommand you to work like Resel and I do. We're using a bitmap grid :

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This is mainly the work of the sprites artists that are making levels on paint.
Keep in mind that backgrounds are made the same way, but with 8x8 pixels blocs. If you draw some, think of the multiple scrollings : each 8 pixels line can move at a different speed.


128x128 Tiles

From the 16x16 tiles, are made a lot of 128x128 tiles. Here are some examples :

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This part is very important, because even if we have a small amount of 16x16 tiles, we can and we have to make a lot of those 128x128 pixels blocs.

This part is not the main work of a sprite artist, as everyone can make it. You just have to put together 16x16 tiles. If you have immagination, you can make a lot of good 128x128 tiles.
Here is a link to Gba Graphics, a tool made by my friend Brunni, and that will help you a lot doing that job :

http://brunni.palib.info/new/index.php?pag...oft_gbagraphics

A tutorial will be released soon for this program.
I recommand you to look at the 128x128 tiles of Sonic levels with SonED (like Ice Cap if you're making a snow level). It helps a lot to see what kind of blocs are used/needed.

The map

Now, here is the level designers work. Once we have all the 128x128 blocs we need, we can make the map, but ONLY with those blocs.
If you look at a sonic level map, you can see that easily :

Posted Image

You can see that a sonic map is kinda repetitive, but that's not very a problem, since you don't notice that when playing.

Objects

Every background part that moves or that you can interact with is an object. It isnt restricted by the 16x16 tiles, and should be drawn independently.
For example, moving plateformes, spikes, lamp post, but blocs that you can break, too.
This post has been edited by Phoebius: 09 November 2008 - 06:14 PM

#2 User is offline Phoebius 

Posted 09 November 2008 - 03:08 PM

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How to use Brunni's GBA Graphic, a tool to make your own 128x128 blocs easily

First at all, download the program here : http://brunni.palib....aphics_100b.rar
Note : you won't use all the features of this software, it's just to help you making tiles and improve your tileset

I recommand you to read this tutorial first : http://s4.besonic.fm...hp?showtopic=59

At first, unzip the file downloaded, and put your sprite work in the exe folder :

Posted Image

Warning :
-The transparent color is 255 ; 0 ; 254
-Your bmp file must be divisible by 16, since we're using 16x16 pixel tiles, here.

Open Gba Graph, and select Browse :

Posted Image

Select the bmp file, and then select 16x16 optimized tileset, and then "Ok!" :

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Quick note : The very first 16x16 tile of your bitmap will be considered as the default tile, so it has to be empty :

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You can now see the tileset generated from your bmp file :

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Select Map -> Name of the map and then Edit :

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Here is your work zone. Here, you can copy a zone with the right click (1) or select a tile individually by clicking on it (2) :

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You can now paste the zone with the left click :

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The main objective is to draw a lot of 128x128 pixel tiles, with a few 16x16 tiles :

Posted Image

You can change the size of your work zone by selecting Menu -> Background -> Proprieties -> Name of the bmp :

Posted Image

And then writing the size of the work zone, in 16x16 blocs :

Posted Image

Once you made 128x128 tiles you like, just print screen the work zone and copy it in paint.

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