Oh thank you !
I am putting low res because I want to share the final version only (to be sure no other old version would ever be on the web).
I would like to share about my work on
alignments with blocs in this post to show the cases I've encountered.
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2 exits on the same side (1-0D) -----
As you can with a short peace of Galadonia, it occurs that sometimes, the alignment with doors is not possible to win some space.
Arrows for room 1-0D do not have the requested alignments to rooms 1-0B and 1-0C but what you can see here is what my final map is exactly displaying.
If you decide to space the blocs a little more, the alignment will be good with the version I just made right now to show for 1-0D with 1-0B and 1-0C.
I found myself that the second picture just above is better, but if I had to do that for an entire level, it would be more difficult to read.
Indeed, when 2 blocs are closer, it is easer to understand the connections between them without having to suggest lines or arrows in the map everywhere.
Another reason why I chose a reduced spacing between the blocks is that everything fitted perfectly at 90 % of the time.
The 10% is where there are 2 exits on the same side, as seen in the example for Galadonia.
The last problem was that with big maps, the last levels would have been gigantic with the increase spaces method.
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vertical and horizontal aligments -----
Check for the room 6-23 in Afralona.
The vertical line is aligned with the rooms 6-20 and 6-26.
The horizontal line is aligned with the top of room 6-22 and the middle of room 6-1F.
Here, some doors seems not aligned even if they are!
The reason why it seems wrong is that I choose vertical blue line bloc to suggest the connections.
As you can see with room 6-1E, connections are verticals with rooms 6-1F and 6-22, not diagonal as it should be.
So, why vertical bars ?
Because with vertical bars, I was able to put the bars closer to the doors and the eye see it faster after several tries I made.
Another reason is, if you zoom out the map, the set of connections between the parts seems more cohesive with this choice.
Indeed, vertical/horizontal lines harmonize only a little bit with diagonal lines and when you zoom out, everything seems a mess ... or not depending what has been chosen between vertical/horizontal or diagonal bars.
It just happens occasionally.
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artistic aligments -----
Yes, I dare it! ^^
And only for Afralona.
When I have some long long corridors to cross, I've allowed myself to make roundabout connections. It's not perfect, but it's visually nicer than a straight line that goes up and up.
The yellow line shows what should have been a perfect alignment...
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better is the enemy of good ? -----
Oh! It could have been a perfect title for my work. I really tried my best and while I was writing this post, it made me think of someone else work :
Auximines.
It is here in pictures:
https://metroidconstruction.com/resource.php?id=110His whole work is in this page:
https://www.romhacking.net/hacks/342/Here is a small part of his readme, commenting his work for the heroine Samus, to play without combinaison :
« My anatomy is a little better than it looks; each sprite was made with limited space, and an odd shaped tile formation.
The upper body and the lower body are different sprites, the tiles are arranged in the shape of a suit of space armor rather than a human body, so it's hard to fit an accurate human body in there.
Also, many sprites are used in combinations with other sprites in different frames. the "aiming upward" sprites were made to look good when standing, but those same sprites are used when ducking, and it makes her waist look very short.
The ducking sprite itself is the same one for left and right, but the upper body sprites are also the standing left/right sprites, and since one has her back facing you it was hard to make a lower body ducking sprite that looked good with all the different sprites it's combined with in various frames. There are many other sprites like this, too.
So if her arms look too short sometimes, or her upper body too small, waist too short, legs too short, or anything looks "wrong" at all, I know about it. And I can't fix it as it would screw up something else. Every sprite is as good as I can get it, under all these bizarre circumstances. »
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conclusion -----
Well, I tried my very best for this project.
Believe it or not, I was described as very slow and very perfectionist when I was a young boy (the slower of the galaxy ^^). So did I just eat a super rocket or something ?
No! Not at all ! When I started the project, I spent some time to study how to save a lot of time.
So I was able to find good cheat codes, good tools and good saves of a complete game (actually my old ones).
I had to think about something that would be very nice and well made but with eventually a little defaults to save me A LOT of time. So everything started in June and is now finished in July...
The first time in my life when I decided to stop being to perfectionist is when I played Secret of Evermore on the Snes. I calculated that, *if* I would like to put the magic alchemy to max, I had to spent 8 hours a day during 2 months...
And in RPG games, I decided to level up only if one level take me under 10 minutes, other wise, I stopped...
Nothing is perfect in this post from the top to the bottom but I tried my best to give the best I could according to so many things to consider! ^^