More Behind the Scenes
- Toby the Cat
- May 5, 2024
- 1 min read
Time: 20:30
So a little sneak behind how the game world is built. First is the basic tile map I use. Basically like paint by numbers only as opposed to a colour a tile is used instead. These than fit together to give you the background and can be very cheaply repeated as opposed to using one massive picture which would take up allot more memory.

I still keep coming back to this and trying to improve the detail, the good thing is with tiles any change to a tile automatically affects wherever it's placed.
Time: 20:30
The next thing to look at is the actual finished room itself. Now the world is just a flat image that can be walked over, in order to make certain areas that the player can and cannot pass through is where you need a "collision map". If you look currently there are 3 distinct areas I have created. Red areas are solid walls the player can't walk over them, and more important things like arrows and the hook shot also can't get through. Green area's have the same effect on the player, in that they can't pass them, the main difference is objects like arrows and the grapple hook can still pass over them, so think of these like a hole in the floor. The final area are the blue ones, initially these just slowed the player down, now they're like shallow water that put the player into a swimming state, where they move slower and can't use attacks or items.


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