Jump to content

  • Log In with Google      Sign In   
  • Create Account

FREE SOFTWARE GIVEAWAY

We have 4 x Pro Licences (valued at $59 each) for 2d modular animation software Spriter to give away in this Thursday's GDNet Direct email newsletter.


Read more in this forum topic or make sure you're signed up (from the right-hand sidebar on the homepage) and read Thursday's newsletter to get in the running!


[java] Tile based maps


Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.

  • You cannot reply to this topic
1 reply to this topic

#1 Jim_Ross   Members   -  Reputation: 122

Like
Likes
Like

Posted 18 January 2000 - 09:14 AM

Are there any sort of standards for encoding tile based maps. I know javanerd told me about his RIFF encoding one time, and i was wondering if there are other ''standard'' formats or if game developers usually develop their own based on each games specific needs. I guess it would depend heavily on my map object and what sort of fields and methods it has; not to mention the tile objects themselves. I guess I''m looking for a little direction as to how to structure my map ''model''. It''s standard overhead, no isometrics

Sponsor:

#2 Niels   Members   -  Reputation: 122

Like
Likes
Like

Posted 19 January 2000 - 01:17 AM

I use a plain text file on www.hexadome.net... One character per "tile". (But that is not really a std. tile engine)...

/Niels




Old topic!
Guest, the last post of this topic is over 60 days old and at this point you may not reply in this topic. If you wish to continue this conversation start a new topic.



PARTNERS