* The size of the tiles are 16x16?
I would assume thats the most logical choice. All the MC tiles are currently in that format. Might be handy to have some 8x8 tiles for smaller details. And some brushs for larger tile objects.
* The separate maps will have the size off 320x256 or different dimensions?
You will need to adjust the size based on the scale of the tileset your using. For example if an LA tree takes up 4 tiles, and a MC tree takes up 6 or so, you will need to scale it 50%.
* For the objects in the world like trees, do we stay true to the sizes from MC (like in Jeod's Koholinth LttP style) or do we resize them to fit LA's dimensions (Like Xfixium's Koholinth)?
If your using MC tiles, keep the dimensions the same as in MC, otherwise your proportions will be pretty out-of-wack when tiles and objects are compared.
I will agree with all of the above. However, is this project going to be a simple "revamp" or a full-fledged "remake"? If it's a "remake", can't we add something new to the game? Like
Metroid Zero Mission, compared to the original
Metroid?
* Which resources do we use? VGMaps, Spriters Resource or others?
I'm sure you can find resources from eveywhere. A lot of members probably have some.
You can use the tilesets that Jeod posted earlier in the topic... The only problem is that they're BMPs, which is bad for computer memory.
* Where do we start? Mabe Village, Toronbo Beach, Koholinth Castle or somewhere else?
My suggestion is to start from where you start in game "Mabe Village" and progres outwards. You can get the maps in a game quicker that way.
Excellent idea. Plus, it helps when making the demos so that we just use what we already have for it. And isn't it a good idea to start a demo of this game from the very beginning?
* What program do we use to create the maps?
I could create a simple map editor if you wish. Its not a hard task.
* What file format does the map need to be in?
If your intending on importing them into GML, its probably easiest to have each layer of the map rendered as a seperate image. Although it might be an idea to write an importer for whatever binary format the maps will be stored in during development, though that would probably be harder for you.
I'm thinking having each "room" be a simple image. Just eliminate anything that can be interacted with (rocks, bushes, people), multilayer objects (building roofs, treetops), animated terrain (water, lights, windy grass) and doorways (cave entrances, house doors, etc). That way, you don't change what happens to the
background, but can then easily manipulate (using code or whatever) the things that can change over the course of the game.
* Am I forgetting something?
There is no spoon.
If there is no spoon,
then WTF am I holding?IOn another note guys, if your going to be using the same basic techniques and swap&replace's in the maps, you might look into writing an automated covertor, which looks at an LA map and converts it into what it thinks is a good representation of it, then have human tilers go over it and make corrections. I did something similar to this with LA-COOP.
Hmm. This looks promising. Go for it.