[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]
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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.
| B5 | B4 | B3 | B2 | B1 | T1 | T2 | T3 | T4 | T5 |
|---|---|---|---|---|---|---|---|---|---|
| BG1 | BG2 | MG | MG2 | Block Deco | Block Deco2 | FG | FG2 | Mask/FG | HUD |
| GLOW B5 | BG1 Glow | BG2 Glow | MG Glow | MG2 Glow | Block Glow | Block Glow2 | FG Glow | FG Glow2 | MASK 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.