Game Level Representation (format)

How will you keep the game level for the Dizzy-like adventure game ? How would you identify walking areas and graphics? Is it possible to describe it on the basis of tiles based on pixels or passing through the width of vectors?

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Very old adventure games (such as Sierra quests from the 80s) used to actually maintain a separate bitmap image of the entire screen, representing z-depth and materials, to determine where your character can go and where it will be hidden. They will use a pixel selection to check where their small sprites will go.

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colour |      z map         | collision
-------|--------------------|---------------
black  | draw dizzy infront |  collide
white  | draw dizzy behind  |  don't collide

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When creating such a game, I would use separate tiles, I would collect them on layers (background, foreground, etc.) and visualize them. I was compiling a separate collision map from the tile attributes indicating the collision, and I would use this separate map to match the hero’s collision with the movement.

Like this demo: http://games.catevaclickuri.ro/

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