+Muddyfunster Posted September 21, 2022 Author Share Posted September 21, 2022 26 minutes ago, Ecernosoft said: If it wern't for the fat pixels I'd think this was a modern game! (On a modern system) Great job @Muddyfunster. What mode(s) are you using? I'd say 160A but the background is too colorful to be 160A. Thanks Everything is 160. I never managed to get the hang of working in 320 modes. I like to go crazy with colours so I find 320 mode a little restrictive. For A.R.T.I, the backgrounds and all sprites are 160A, the only exception is the player, which is 160B. The playfield is layered and uses multiple tilesets, that's how the colours are achieved. I did something similar with E.X.O. E.X.O. had two layers, "main" and "background". I expanded on the E.X.O. engine for A.R.T.I and added an extra layer in for foreground objects (grass, vines etc) to give the extra depth as the player passes behind them. A.R.T.I is less frantic on the whole than E.X.O. so balancing resources and making the code more streamlined allowed that change to be viable. I was making a tutorial about how I build environments and tileset design, but I never got around to finishing it. One to go back to in the future. This picture might explain the colourful backgrounds a bit better. (It's from E.X.O. but the principle is the same in A.R.T.I.). 7 1 Quote Link to comment Share on other sites More sharing options...
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