

JWK5 was telling me about tile overlap, but did they really make a background and export it into small tiles like this, making each large element like a puzzle? Or did they just create large images and place them down? In either case, how does gamemaker handle collisions for say, half of a tile, or 1/4 of a tile? Some elements in Hyper Light Drifter seem like they would at least need to support collision for half of the tile. I see that Hyper Light Drifter is mostly grid based, but I am still not sure how they work. « Last Edit: December 23, 2015, 01:09:42 PM by JWK5 you for the detailed response. so that you can get even more variety out of it all. You can also make use of multiple tile layers, for example one for grass and dirt, one for plants and rocks, one for the lower portion of tall objects (doesn't overlap characters) and one for the upper (overlaps characters), etc. Or do you ignore the grid for this sort of thing? (Notice the grid on the right is slightly larger, as if you are ignoring the actual grid under it)ĮDIT: I should note that another upside to this approach is that seamless tiles aren't really all that necessary (especially since the tiles can be alpha blended for smooth transitioning). When you say, "then you offset them so that they are placed correctly," what exactly do you mean? Having the ability to do both would certainly be ideal.
#Hyper light drifter sprite art advice plus
Thanks for the info! That certainly seems like a plus for GMS over Unity based on what I have seen because Unity doesn't seem to support tilesets at all.
#Hyper light drifter sprite art advice how to
Would anyone more experienced than me be able to offer the pros/cons I should be considering based on what I have said here? If anyone knows of any resources for learning about how to make Action RPGs in either program, or any of the level elements I have described, please let me know! Does either program handle non-tile/grid based maps well? I have only ever seen GMS use grid based elements in its level editor, which would worry me if I hadn't seen games made in GMS that don't appear to be tile/grid based. C# is obviously more useful outside of Unity than GML is outside of GMS. I would prefer that the program of choice has a vibrant and helpful community with lots of tutorials on related subjects to the game we are working on. I know that 2D is new in Unity, so I imagine certain things are intuitive. Seeing Hyper Light Drifter leads me to believe that there will be no issues using Game Maker unless going with non-pixel based sprites somehow causes an issue. I don't want the program we choose to cause restrictions for us. In this respect, picking the program that would streamline the learning process for 2D would be largely important. In the event that the programmer bails, the producer and Myself are willing to devote time and effort to learning to program in either GMS or Unity.


We all have degrees in our areas of focus, and have devoted a lot of time to learning our craft. Our current programmer seems a bit flaky, but the rest of us on the team are clearly devoted to seeing this through to completion. Our target release would be for Steam, but ideally we would like to keep as many options available as we can. In terms of scope, the original flash version of The Binding of Isaac would be a decent comparison for what we plan on this game becoming. The sections of each level would be mostly planned out (although you won't know which sections you will get), but would still contain some randomized elements. The closest example I can come up would be larger scale connected maps similar to The Binding of Isaac.

Right now we are planning for same amount of procedural generation. Note that we plan on using a hybrid of pixel and hand drawn sprites. In order to avoid restraining the artist/animator/level designers, we want to avoid using a strict grid-based tile set, or at least avoid the appearance of such a constraint (like Hyper Light Drifter). Right now we are in the early design phases, but we have chosen to do a 2D top-down action RPG.
