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jonathanluitjens

Platformer Pieces - Assembling the Land

Updated: Mar 31, 2022

Heyo one and all, back again for some more Platformer Progress. Today is talking about the shape of the land itself, or more specifically. Every level requires some assembling of the world it is played on, so for my case I took the tilemap I've been working on mixed with the previously shown blueprint to start piecing this together.

Using the blueprint at 50% opacity allows me to make a steady unchanging plan of the level layout, which is where the brown tiles come in, as the assembled (so far) floor plans.


Up close I am able to work with 16x16s despite the tiles originally being made for 64x64. This actually works better because I can thinly string out the crystals instead of making them in big clumps exclusively. Leaves more options of placement and more ability to look more natural.


I'm even able to add my little rough wall pieces into the sides of the floor tiles on drops or rising points since they can be placed in the bottom corners of the actual pyrite surface.

Even room for setting up branching or secret paths with more ease.

The piecing progress itself is relatively easy, and kinda fun, when you get everything set up to do it beforehand. Now it's free range to make it look as natural as I feel I can. The floor itself having the tileset, but main function items coming with their own item labeling in C3, easier to organize and edit them between eachother.


Once the tiles are placed, then I can even finer tune the physics of the playable Moof and add elements like coins... or whatever Moof's equivalent of coins would be.. would need to figure that out.



UPDATE (03-31-2022):

The land shaping and level formation has progressed even further. While still getting the decorative pieces, and setting up the functional bits and background the main land is at lease built.

Zoomed out, the whole land itself is filled in and all the walkable areas are there:


(Most of the update is images, but for an idea of how it looks)


So far the underground is getting a lot more visually appealing while the collision is set to mold around the shape of the lighter rocks, no invisible wall pain.

Small caves too exist, with molded, half-tile thick walls to look more natural

While slopes exist in Pyrite, the ceilings still got their own rubble line.

And a opening to a place where water will gap it, visually, as one can walk through that in planning.

The land itself is done, the function adding, and enemies being made, all is going well so far. But that's part of the order of events I feel like so.. until next post that'd be all.


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