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elasticMan

How big can a tile array be?

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Can anyone tell me how big a an array I can make for displaying 64x64 tiles. At the moment my array is [30][30] with no loss of scrolling quality, but before I embark on more artwork I need to know if I am likely to run into problems if I try and create a world that is too big. tnx

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You can make the array as big as you want. I like to load my images into a separate array, and then in my tile array have a reference number to an image.

- Daniel
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That''s the way I have been doing it, using numbers to represent an image. I do find it quite tricky setting up the array because I have a fairly large amount of different tiles so the numbers are uneven because some are 3 digit.
It takes a bit of fiddling around. I suppose it will become more difficult the bigger the array becomes.

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I have a tile array struct in mine.
struct TILE{
{
//many things in here, tile type, is there a city here, a structure, forest, are there any units on the square, or magical effects affecting the square?,
} tile [100][100]

you can make this as large as you please, and only being confined by memory. I beleive my whole tile array only takes up about 1 meg of ram, which is not very much at all when you have 64 megs of ram. and the tile array contains most of the data in the game.

Possibility

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hiya,

I also use a sturcture for my map, read something about it in an article somewhere
my structure is something like this :

struct TILE {
char type; // what sort of tile refers to pictures.
char flags; // tells if it''s walkable and a bunch of // other stuff.
};

I also started using linked lists in my array to be able to use multiple layers, thought linked lists would be better then just use an map[4][500][500] array but that''s not this topic well anyway just thought of sharing a few thoughts

chris

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So if my graphic file which holds the tiles is about a meg that is cool is it?
How do you guys set about assigning flags to your tiles which affect the player in the game?

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