Leveldesign
What kind of talents would you need to say make a level from Mega Man X4?? 32 bit, Side Scroll. I know this sounds kind of stupid but I was wondering how much work really goes into a single level. If you could please list your credentials on this topic.. Thnx
As far as Megamanx4 goes, I think it''s several large images, jpg maybe, but probably something proprietory in capcom''s case. All of these images numerically taped end to end and then scrolled. As for the events in that level, I think capcom went with sprite tables or scripts...
:SPRITE0027
XPOS = 1042
YPOS = 42
IMAGE = 23
ON ACTIVATE ATTACK PATTERN 23
ON KILLED DROP HEALTHPELLET
And then, when the screen has scrolled close enough, this information is probably shot into some local sprite information, which probably contains some more variables about it''s AI, or it''s state if it was a door.
I''m of course thinking on what it is possibly. I''ve never seen the code to something like this, nor worked on it myself. I''m still working on pong equivaents, so take this at face value, it might help, it might not.
-> Will Bubel
-> Machine wash cold, tumble dry.
:SPRITE0027
XPOS = 1042
YPOS = 42
IMAGE = 23
ON ACTIVATE ATTACK PATTERN 23
ON KILLED DROP HEALTHPELLET
And then, when the screen has scrolled close enough, this information is probably shot into some local sprite information, which probably contains some more variables about it''s AI, or it''s state if it was a door.
I''m of course thinking on what it is possibly. I''ve never seen the code to something like this, nor worked on it myself. I''m still working on pong equivaents, so take this at face value, it might help, it might not.
-> Will Bubel
-> Machine wash cold, tumble dry.
william bubel
I''m sorry, I didn''t answer the question. On talent, a level designer with some artistic background obviously, an artist or two, and sprite animators, and programmers. Thats actually obvious info, but it depends on the scale of the project, you may only need one of each if, or you could probably handle all the work yourself if its ametuer and donationware. As for a professional production, I think capcom has at the very least, 20 of each for disposal at any given time. If your looking for financial advise on your project, I can''t help there.
-> Will Bubel
-> Machine wash cold, tumble dry.
-> Will Bubel
-> Machine wash cold, tumble dry.
william bubel
To make one of those levels, I''d say you''d need to have a good amount of artistic ability (or an artist to hire), a sense of archetecture, knowledge of colors, a good idea of pacing, someone who understands the technology to discuss possibilities and lmimitatios with (or an understanding of it yourself), enough humility to change it if it''s bad, and a whole lot of patience to play it over and over and over and over and over.
As far as credentials, I''ve been making little games now for almost four years now.
And to answer your question on how much work it takes to make a level of that degree of quality, Just think about the number of levels in one of those games. Not so big, is it?
hope that answered your question, and if not, please feel free to say so.
As far as credentials, I''ve been making little games now for almost four years now.
And to answer your question on how much work it takes to make a level of that degree of quality, Just think about the number of levels in one of those games. Not so big, is it?
hope that answered your question, and if not, please feel free to say so.
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