- #HYPER LIGHT DRIFTER SPRITE SHEET TILESET MODS#
- #HYPER LIGHT DRIFTER SPRITE SHEET TILESET SIMULATOR#
as soon as you use an image more than once, having it on a tileset always saves space. Any thoughts on this?Īny information or advice is appreciated, thanks in advance! The vertical things in the scene would be objects, but everything you can't walk behind would just be in the jpeg or whatever. As you can see I prefer the more randomized style of floors, but I'm not sure if that would be practical with tiles or not. I've attached an draft of one room from the map below, with a rough character for scale. Is one method preferable over the other in terms of performance or feasibility? Or is it simply a case of tiles being quicker and easier than hand making the entire map?
However, I see a lot of games using repeating tiles for the floor and sprites/objects for everything on top of it. As an artist, I'm inclined more towards hand drawing the static base of the map (Things like the general floor, foliage, basic walls and decorations) and just adding collision blocks on top. Here's some context: I am making a game that is inspired by Hyper Light Drifter's art style. jpeg drawing as a map as opposed to making a tile set for drawing that same map? It's only gotten better as the updates keep coming.General question for the masses or any experienced game creator: does it make a difference using a plain. I"m a huge metrovania fan and this topped the charts of my favorites the day it hit early access. I have never died wondering "what did I just get snagged on? didn't I dodge that?" etc. Very rarely do I experience a game where I can feel my input smoothness is matched perfectly on screen. The controls are god tier and their responsiveness just as highly rated. Each time you encounter a new foe you're dreading that moment of "what he gonna do to me!?" But once you figure out your enemies, the level quickly becomes a graceful ballet of you slicing through your enemies while seamlessly dodging their spells and attacks all while avoiding pitfalls and traps. They randomly get passive abilities (targets hit will bleed for X sort of thing) which make each run an interesting experience. Bunches of weapons to choose from, melee, ranged, spells, traps, deployables. :) See MoreĬoal Blue's Experience I wish more games in general had combat that feels this fast paced but somehow so completely manageable. The rest can be said to be exactly what the pros are saying. The graphics,well not beautiful in other’s eyes,could at least be said to be asthetically pleasing. The pros? So much freedom,customisation,and diversity! Each and every other player’s farm is unique. If a game bombard people with information,how would anyone derive joy from that? Surely,a few hours of tutorial would spoil the fun. I,myself have never had a problem with the control management,so I can’t say anything about that.
#HYPER LIGHT DRIFTER SPRITE SHEET TILESET MODS#
That said,there are mods in which you can use to track said people anyway. Admittedly,the schedule of the townspeople are a bit annoying for that certain quest,but it’s not like everyone should just stand still in one place,24/7 either.
#HYPER LIGHT DRIFTER SPRITE SHEET TILESET SIMULATOR#
cons itself are more geared to people who hate repetitive gameplay,but this is a farming simulator game,so I believe these shouldn’t even be a con at all.
TruthfulTeshub's Experience Honestly,the pros outweight the cons.