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Well, it's a cave...with ninjas.

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Stompy9999

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So, I'm currently working on a portion of the level that I've nicknamed "The Ninja Cave". You can probably guess what is inside(Hint: alot of ninjas!).

When I start on a new level in Blocky Man, the first thing I have to do is decide on the horizontal and vertical size of the level. That involves me guessing how much space I'll actually use. My estimates are usually grossly incorrect and lead to me having too much or not enough space. Luckily, I made a good guess with this level and alotted enough space so I could play around alot with the level design.

When I retool the level editor for use by the player, I'll probably just make all custom maps 1000x500 tiles, which is far bigger than any of the main game levels. Honestly, I'd have trouble making a level that big, so it's more than enough space.

Well, I'll probably finish designing the level tomorrow, which means I can't put off programming the boss anymore. In any case, I'm pretty close to finishing the last Blocky Man level, and then it's on to...everything else I need to do to finish the game![grin]
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Quote:
Original post by Stompy9999
When I start on a new level in Blocky Man, the first thing I have to do is decide on the horizontal and vertical size of the level. That involves me guessing how much space I'll actually use. My estimates are usually grossly incorrect and lead to me having too much or not enough space. Luckily, I made a good guess with this level and alotted enough space so I could play around alot with the level design.

When I retool the level editor for use by the player, I'll probably just make all custom maps 1000x500 tiles, which is far bigger than any of the main game levels. Honestly, I'd have trouble making a level that big, so it's more than enough space.


I recommend allowing for on-the-fly level redimensioning. Let the editor create new map rows/columns as the user tries to click 'off' the edge of the map, perhaps. This will allow users to both make level sizes to their liking, and avoid wasting big chunks of memory.

Arguably 1000x500 still won't be a "huge" chunk of memory by today's standards, but every programmer should strive for the most elegant solution, within reason. [smile]

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That is one option that I hadn't considered, having the user be able to dynamically set the map size in the editor. My first idea was basically to have the user pick a width and height when they start to create a new level.

There was a map editor for the PSP game "Megaman Powered Up" that worked in a similar way. Portions of the map would be ignored until a tile was placed in it, and than that portion would be allocated completely for the map. I could probably do that for Blocky Man too.

1000x500 tiles, at least in the Blocky Man program, is not a very large chunk of memory. I can't really imagine a level needing more space than that, but I'll probably set the max level size at around 1500x1000 tiles.

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