#1 Members - Reputation: 247
Posted 28 July 2012 - 01:44 PM
Recently I had an idea that I could just draw each level in Gimp as one solid image. Then I would use tiles or rectangles (or something else) to represent solid areas on the map.
My question is whether this method would slow things down a lot or if there are some other issues that I'm not considering. My current thoughts are that it would make things a bit easier as far as displaying the level because I would just be loading up an image. Then I'd use an array of rectangles to handle collision at certain spots on the map.
Any thoughts?
#2 Marketplace Seller - Reputation: 9304
Posted 28 July 2012 - 01:56 PM
You may have to break your images into chunks to draw, but your game could do this automatically.
The main benefits of tiles:
A) Much more compact data sizes.
B) Much easier to create worlds of larger size. (It's easier to assemble and place tiles than to assemble and place pixels when working on large areas)
The main benefits of large images:
A) Every pixel can be unique and non-repeating. (The problem is, usually people just copy+paste chunks anyway, because it's so labor intensive)
B) Much more detailed and beautiful if done right.
Usually if people are going to create large images for this type of thing, they use other programs like 3D modelling programs, and then "pre-render" the scene (with detailed lighting and effects) into an image.
If I remember correctly, Final Fantasy 7 uses this method. (It has ugly low-poly 3D characters walking around beautiful pre-rendered 3D-looking but really 2D areas).
Some considerations:
1) How will you handle animations like water? (Note: You can mark minor chunks of pixels of the large image for animations, but just think about it while you are working)
2) How will you consider walking underneath some parts of the large image, like behind the tops of trees? (Note: you could have two large images, one above the player and one below, but keep in mind how you'll handle this while you code)
So anyway, the end result is you still need tools of some kind to handle all this and create your levels for you, or it'll be very time-consuming.
Edited by Servant of the Lord, 28 July 2012 - 01:56 PM.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#3 Members - Reputation: 247
Posted 28 July 2012 - 03:21 PM
Does that make sense?
#4 Marketplace Seller - Reputation: 9304
Posted 28 July 2012 - 03:32 PM
If you world is small, go for it.
But if it's larger, generic tile editors are available, if making a tile editor is the only holdup.
All glory be to the Man at the right hand... On David's throne the King will reign, and the Government will rest upon His shoulders. All the earth will see the salvation of God.
Of Stranger Flames - [indie turn-based rpg set in a para-historical French colony] | Indie RPG development journal
#5 Members - Reputation: 247
Posted 28 July 2012 - 07:33 PM
#6 Members - Reputation: 1613
Posted 30 July 2012 - 02:39 PM
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