"What's with the 16x16 tiles? GBA has 8x8 tiles natively and i am pretty sure you can flip horizontally and vertically and it's still the same tile, no matter how you flip it (noflip / x / y / x,y = same tile). You can not rotate tho. and why only 10 palettes and not the full 16? I guess reserve for hud or something? Could you clarify?"
When we build levels, we do so with 8x8 tiles but 16x16 matrixes. Level building is done in 16x16's not 8x8s. Horizontal flips do not eat up additional tiles, but vertical do - that's GBA. As for the 10 pallette rows, that's just the number I decided on.
"It's unfair to have to do the double perspective in the tiny GBA resolution."
I'd certainly recommend choosing one. But that's entirely up to each artist.
"Adam, do we have priority tiles and tile offsetting? Can I move a tile from it's 'tiled' position to somewhere else theoretically via very easy GBA hacks, and if I can, shouldn't there be some rules for what takes priority (what is drawn over what) over what tile? This partains to issues with trasparency too, which I think the art should have."
1 layer, no transparency. I'm not sure I understand what you mean by offsetting. If you mean shifting the tiles 8 pixels over in a direction, no, that will create new tiles. Think onyl in 16x16s on this one. We're keeping this simple. On GBA you can have multiple layers and up to 2048 tiles across 3 layers. But the more restrictions we place here, the less time it takes each entrant and the more conservative and creative everyone's forced to be. This contest isn't meant to properly emulate the GBA process.
- Adam