09-26-2017, 11:28 AM
What I mean is - maybe a game like Worms, or Lemmings, where the terrain can be eaten away pixels at a time.
Or even a "blood/paint splat" system where colours can build up on a surface over time, but only ever take up as much memory as the final visible product (not an accumulation of particle objects), literally painting onto a surface.
I'm asking because I'm genuinely curious - Tilengine is a system built on tiles and backgrounds and sprites, but I'm wondering how we would go if we attempted to build a Lemmings game (a different sort of retro game) in this engine. Is it outside the scope?
Perhaps, for the lemmings game, a "pixel bit mask" layer can be applied at the raster phase to eat away the background - one bit per pixel, if it's off, don't render that pixel of the background. And collisions need to take this bit mask into consideration.
Maybe a similar system for the colour layering, but each bit represents whether to draw the paint colour there or not.
Or a more expensive version which has RGB values for each pixel in the mask.
Or even a "blood/paint splat" system where colours can build up on a surface over time, but only ever take up as much memory as the final visible product (not an accumulation of particle objects), literally painting onto a surface.
I'm asking because I'm genuinely curious - Tilengine is a system built on tiles and backgrounds and sprites, but I'm wondering how we would go if we attempted to build a Lemmings game (a different sort of retro game) in this engine. Is it outside the scope?
Perhaps, for the lemmings game, a "pixel bit mask" layer can be applied at the raster phase to eat away the background - one bit per pixel, if it's off, don't render that pixel of the background. And collisions need to take this bit mask into consideration.
Maybe a similar system for the colour layering, but each bit represents whether to draw the paint colour there or not.
Or a more expensive version which has RGB values for each pixel in the mask.