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Lab process

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[Introduction]

This document is meant to streamline the process of creating in the tech/mech style. Setting rules for standards to keep things clean. This document will go over layer management, colors and glow, asset management, structures, triggers, bosses, and optimization.

[Table of Contents]

[Layer Management]…………………………………………[2]

[Colors]…………………………………………………..[X]

[Glow]…………………………………………………….[X]

[Asset Managment]…………………………………………..[X]

[Structures]……………………………………………….[X]

[Triggers]…………………………………………………[X]

[Bosses]…………………………………………………..[X]

[Otimization]………………………………………………[X]

[redacted]…………………………………………[X]

[redacted]…………………………………………[X]

[redacted]…………………………………………[X]

[redacted]…………………………………………[X]

[redacted]…………………………………………[X]

[redacted]…………………………………………[X]

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[Layer Management]

The process for layer management will be explained here, In my opinion I have determined this set of rules on where to put things and how to organize decoration and everything else without creating a large mess, the table below will specify the things that go on Z layers, Objects have built in tileset rules (which is dumb) but this document accounts for that. The image below describes the object tilesets, Not affected by Z Order. You WILL need to use a different Z layer to bypass this.

This table lists Assets that should be on the different Z layers.

B5B4B3B2B1T1T2T3T4T5
BG1BG2MGMG2Block DecoBlock Deco2FGFG2Mask/FGHUD
GLOW B5BG1 GlowBG2 GlowMG GlowMG2 GlowBlock GlowBlock Glow2FG GlowFG Glow2MASK Glow

It’s important to note that Boss design behind the player should be made in the MG1/2 Z layers and not block design layers. Glow that goes behind any Deco needs to go in the same Z layer because that’s how rob coded blending.

In the next section we will go over what Z order will go best with each Z layer as well as what should go on different L layers.

[Layer Management Continued]

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