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Pixel Art / Creating tilesets for beat em up.
« on: February 11, 2011, 09:38:13 pm »
Hi guys! I've been creating animations for a target renegade style beat em up for the Amstrad CPC 128k. The main character (on the right), all his moves have been animated along with splitting the legs and torso's so they can be reused on other characters along with other technical bits and pieces(there's a programmer who is interested in taking this on). Definitely the most difficult of the sprites with over 30 moves (whoooo!)
Anyway - I'm looking to create an animated demo/mock up of the first level of the game and just need to animate the enemy character moves which should not toake too long as they have few moves. What I need to create are the background tiles which I haven't done before. What is the best way of doing these? Would I draw the whole background first then cut them up?
The game is in wide pixels and I have a sheet of 160x200 for the background tiles.
Thanks
Edit: With creating 8x16 tiles on a 160x200 I can have around 125 tiles/bytes which will be 16kb uncompressed. So I'll only be needing one sheet.
Anyway - I'm looking to create an animated demo/mock up of the first level of the game and just need to animate the enemy character moves which should not toake too long as they have few moves. What I need to create are the background tiles which I haven't done before. What is the best way of doing these? Would I draw the whole background first then cut them up?
The game is in wide pixels and I have a sheet of 160x200 for the background tiles.
Thanks
Edit: With creating 8x16 tiles on a 160x200 I can have around 125 tiles/bytes which will be 16kb uncompressed. So I'll only be needing one sheet.