Miquel wrote:Nicely done...!
If you are considering doing a large level, you should move the palm tree to plane/layer A and reuse as much tiles as you can, with mirroring. Making symmetrical or near symmetrical objects seems to be the key, since there is no much memory around. That will allow you to put as many trees as you want. Kudos for using dynamic loading for characters, that saves a lot of memory, and allows to enlarge animations as much as you desire.
On the other hand I can't see the trick you mentioned.
I'm thinking I might have some small areas and some larger areas that the player can go between.
The thing I was testing with the palmtree was if I could use colors from 2 palettes (the ones used for forground and background)
on one sprite. That actually worked in a way. The downside is I'm using 2 sprites as 1 sprite. But its good to know this is possible
since it enables reusing more of the colors in one area. There might also be other tricks that might be better like some tricks with
the background scrolling but I haven't explored into that much. You know sprites can also be flipped right?
I also know that the palette can be changed so that colors used for a brown rock early in the level could maybe change into green
for a tree later in the level.. all this is still a learning experience for me so I'm testing things and working on improving my c code.
I can share some of the ideas for the levels but these ideas might change a bit when I go into making them.
Each level should have a few to several areas within it (each level having its own tileset) I'm thinking the end to a level could be a boat
or some other transport that works as an exit from one level to another. I'm thinking of 5 different levels (the order of them may change)
The first level is the beach, the second is a bit like a tropical town and a resort with a jungle, the third should be the dog temple
which is like a mixture of rides and puzzles,the fourth one is hotsprings and the fifth one has more pool environments with waterslides.
There are also underwater areas and obstacle courses which could have timed challenges (other than that there wouldn't be timers)