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designpattern
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designpattern
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Gaming & GameDesign
|| 8-bit gamedesign
Tiling / Tilebased / Seamsless tiles
rene.bauer
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Tiling / Tilebased / Seamsless tiles
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Tiling was a design pattern often used in the beginning of the gamedesign.
Reason:
Tilebase is simple to use. Create the tiles and just say here is TileA, titleB.
Tilebase save space (######) - important in the beginning
Tilebased could be used for creating games (Labyrinths) with Sprites in front
You can create very fast new levels
The hardware has often tilebased background support
Seamless tiles create very fast interesting backgrounds and foregrounds …
designpattern
8-bit gamedesign
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Labyrinth
rene.bauer
rene.bauer
PacMan
Visual: Tilebased
Gamemechanic: Tilebase /-
Show Comments. Comments hidden: 1
rene.bauer
.
ZOOM
(is remote)
(cached)
original
https://en.wikipedia.org/wiki/Pac-Man
[original context: https://en.wikipedia.org/wiki/... ]
rene.bauer
Night Stalker
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rene.bauer
maxresdefault.jpg
ZOOM
rene.bauer
Sokoban
ZOOM
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rene.bauer
Visual & tilebase mechanics
Here the visuals and mechanics are tilebased.
rene.bauer
Komplex tilebased Level in R-Type
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rene.bauer
ARC_R-Type.png
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rene.bauer
Tilebased sprites
Of couse you could also - or you had to - create big sprites out of smaller sprites, because the sprite size was limited to 32x32 for example.
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rene.bauer
Detectable
Visible in the Explosions
rene.bauer
Analog tile based games
Analog tile based games
https://en.wikipedia.org/wiki/Tile-based_game
rene.bauer
Tilebase Level Editors
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rene.bauer
War Heli
Visible in the SRF Docu “Cap der guten Hoffnung”
rene.bauer
LevelEditor War Heli
Tilebase Level Editors
War Heli (Atari ST)
Playfield (Background, Tilebased) Array with Tiles
rene.bauer
Labyrinth
PacMan
Gamemechanic: Tilebase /-
.
Night Stalker
maxresdefault.jpg
Sokoban
Visual & tilebase mechanics
Komplex tilebased Level in R-Type
ARC_R-Type.png
Tilebased sprites
Detectable
Analog tile based games
Tilebase Level Editors
War Heli
LevelEditor War Heli
War Heli (Atari ST)
Playfield (Background, Tilebased) Array with Tiles