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Hello! I'm new joiner and following Dylan's zine.

I understood the relation btw map and sprite... partially. And seems something is incorrect. Please check my understanding!

  • map has 128x64 tiles.
  • each tile is 8x8 pixels.
  • lower half of map, that is 128x32, is shared with sprite sheet.
  • there are 4 sprite sheets. Each has 16x4 tiles, which has 128*32 pixels.

At this point, I'm confused because a single sprite sheet already covers lower half of map. So no need to use both 2nd and 3rd sheets!

...or isn't it?



What I noticed is that, when I tried to fill the lower half of the map with meaningless sprite tiles, it looks like only the 0/2/4/6 columns in sprite tiles are used. When I checked the sprite editor, it was like this:

⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️
⬛️⬜️⬛️⬜️⬛️⬜️⬛️⬜️

(white area was not drawn at all)

maybe this is related?


So why it's used...it just is. I dunno. Doesn't matter, it's what it does.

It burned me too when I was starting out. But it basically boils down to, do you want more sprites or more map? That's your choice.

If you fill all your sprites sheets and then try to use all the maps, you'll have problems (and vice versa).

In my game planning (assuming I do such a thing), I try to figure out my sprite vs map situation first. For the games I make, I can usually get plenty of sprites in the first 2 sheets so there's plenty of map to go around. But it just depends.

I know there are tricks out there to use memory and strings and such to get around things but I don't really use or know how to use those well. If I can't just code-n-go then I usually find another design solution.


Hi @morningtoast! thanksfully, I've got that point. I was just curious about technical side haha.


Your terminology is a little off, there's only one spritesheet but I see what you're talking about. It comes down to the fact that each byte stores 2 pixels in the spritesheet, so one map tile = 2 spritesheet pixels.



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