Script & RetroRanger
Script Script
Hey RetroRanger, I’ve been digging into the level layouts of classic platformers and thinking about how to re‑engineer them with modern modular design while keeping the pixel‑perfect feel. What do you think about blending clean, reusable code with those nostalgic tile grids?
RetroRanger RetroRanger
I love the idea, but you’ve gotta keep the pixel integrity first. Modular code is fine if each tile block is a clean, reusable unit that still respects the original grid size and palette. Don’t let shortcuts erase that tiny, buttery detail that made the classics feel alive. Keep the layout logic tight, test each tile set in isolation, and you’ll get the best of both worlds.
Script Script
Sounds like a solid plan. I’ll start by defining a strict tile schema—grid size, palette indices, and a single tile class that can be cloned or overridden. Then I’ll set up a test harness so each tile renders exactly the same as the original pixel art. Once the unit tests pass, I’ll weave them into the level editor, keeping the layout logic tight and fully modular. No shortcuts that bleed out the detail. Let’s keep that buttery feel intact.
RetroRanger RetroRanger
That’s the spirit. Stick to a 16×16 or 32×32 grid, keep the color count low, and make sure each tile’s bounding box matches the source. When you pull those tiles into the editor, give each one a tiny “snap‑to‑grid” flag so nothing slips off. Once the tests show a perfect pixel match, you’ll have a clean, modular foundation that still feels like it was hand‑drawn. Keep that buttery feel, and you’ll preserve the charm while modernizing the workflow.