I was developing a 2D 32x32 tileset which I might post here (i.e., it isn't really tied to an existing project) but I had some questions on which I am looking to get some feedback. Generally, I would like to make a tileset that is "typical" enough that it can be widely used but I am not sure if some of my choices might limit its usefulness.
1. The main question is - How many tile layers are typical? Some of the tiles I am working on are designed to be used in multiple layers and I noticed that depending on how I do this 2, 3, or more tile layers might be needed. For example, walls tiles on 1 layer, a window on another layer, curtains on another layer, etc. Past projects I have collaborated on had an expectation that tiles would be limited to 3 layers, but I wasn't sure how typical that was or if there was a technical limitation involved.
2. Related to the above issue is whether I should expect that semi-transparent tiles are ok? For example, If I have multiple tiles I would like to have darker or lighter versions of, is it better to add all those versions or have 1 additional semi-transparent tile to add a 50% darker tone. Same question for right/left versions - should I add these or assume users of the tileset will be able to flip/rotate tiles (like in Tiled)?
Some of these design decisions would seem like they would impact performance or make the tileset harder or easier to use. I guess I am all turned around about what the goal of a tileset designed to be posted here should be? ... Minimal size, large number of options, simple to use, something else?
Any thoughts would be appreciated. - thanks
There are no standards unless you are developing for specific hardware (really only if were talking very old hardware) or engine.
If you want it to be widely useful that the best bet is to keep it as simple and easy to use as feasible.
For example a platformer could have one in front of sprites foreground layer, one behind sprites forground layer plus an optional parallax background layer which should be sufficient for most cases. This would allow for grass drawn infront of a character's feet and a ladder drawn behind the character.
Red warrior needs caffeine badly.
For modern hardware there is no strict limit on the number of layers one can have. Your only real limit is how many pixels you can shovel per frame.
Without hardware limiting things, there are several reasons for wanting to put a limit on the number of layers:
Thanks.
Both of your comments were helpful and I think I have a better handle on what to focus on. Mucho appreciated.
1. I typically use a background layer for tiles which I use for the floor/ground. Then I have a decorations layer to decorate the ground/floor with small details, like bullet holes or long grass. Then I combine those layers in some cases (not always) to improve performance. Basically, you use whatever you need and just try not to overdo it. If the commissioner wants to limit the layer count, that should be made known to you before the work is done.
2. a. Semi-transparent tiles are very uncommon. If you want to have dim versions of tiles, you typically modify them using tints or color manipulation at runtime. It doesn't really hinder performance much.
2. b. Rotating/flipping tiles should be expected to be done by the end user or developer in most scenarios. Some exceptions should be considered, like ground tiles for each corner and side. The reason you pre-flip and pre-rotate these tiles is you may want to change a few pixels for some added variety and such tiles are typically already set up a certain way in tile sets. Just use your best judgment.
Syrsly
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1. Engine I use in my RPG has four layers for map objects: Floor/Wall, Objects, Decoration and Top.
Plus there can items, effects and character layers but four for map objects. Floor/Wall layer is pretty self-explained. Object layer could for example window tile and decoration might be curtains. Then Top layer is reserved if object immediately below is tall for example tall floor lamp.
You should also think if it makes sense to have plain curtains without window. It might make sense if you have multiple windows and curtains which then could be mixed in the game. I am using curtains example here.
2. I think making darker or lighter version is not needed since lighting effects should be done by the game engine. Rotating/flipping tiles could be done before hand especially if there is added some variety or some tile is not mirrorable. For example character might have scabbard.