you ever run into a tech problem that feels actually fucking impossible to solve properly, but somehow old SNES games managed to do it, so you know that not only is it not impossible to solve, but should also be pretty easy if hardware that old could manage it
Wait, so like that one layer is below the blue guy, who is below the red guy, who is somehow also below that tile layer?
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bg tiles / fg tiles / both layers with objectspic.twitter.com/kcVzeEONht
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the level building restriction here seems to be that no "blocking" tiles can be closer together than character heightpic.twitter.com/yVk63oIWtk
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On the NES, at least, sprite sort order was different than "in front of or behind background" - so you could have a sprite that was "behind background" drawing in front of another sprite (which means you'd see background). It's weird, but it definitely got used for fx!
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I don't know how SNES' setup works with sprites vs. various background layers, but I imagine it's likely an extension of the same types of systems?
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