I am using tiles, that I will then combine to make the maps. My original plan was to assemble the tiles using Photoshop, or some other graphic program, in order to have one bigger picture that I could then use as a map.
However, I have read on several places people talking about how they used arrays to build their map in the engine (so you give an array of x tiles to your engine, and it assemble them as a map). I can understand how it's done, but it seems a lot more complicated to implement, and I can't see obvious avantages.
First off, let me say that 2D RPGs are near and dear to my heart and working with old DX7 VB6 MORPG engines (don't laugh, it was 8 years ago, now :-) ) is what first got me interested in game development. More recently, I started converting a game I worked on in one of those engines to use XNA.
That said, my recommendation is that you use a tile-based structure with layering for your map. With any graphics API you use, you're going to have a limit on the size of textures you can load. Not to mention the graphics card texture memory limits. So, considering this, if you want to maximize the size of your maps while not only minimizing the amount and size of textures you load into memory but also decreasing the size of your assets on the user's hard drive AND the load times, you're definitely going to want to go with tiles.
As far as implementation goes, I've gone into detail on how I handled it on a few questions here on GameDev.SE and on my blog (both linked below), and that's not exactly what you're asking so I'll just go into the basics here. I'll also make note of the features of tiles that make them beneficial over loading several large pre-rendered images. If anything is not clear, let me know.
OK, now that you've broken the tilesheet into a series of cells (numbers), you can take those numbers and plug them into whatever container you like. For the sake of simplicity, you can just use a 2D array.
Next, you want to draw them. One of the ways you can make this a LOT more efficient (depending on map size) is to calculate only the cells that the camera is currently viewing and loop through those. You can do this by fetching the map tile array coordinates of the camera's top-left (tl) and bottom-right (br) corners. Then loop from tl.X to br.X and, in a nested loop, from tl.Y to br.Y to draw them. Example code below:
Note: I left out the concept of world coordinates (which is what your camera's position will be based on) since that, I think, is outside the scope of this answer. You can read up on that here on GameDev.SE.
Both tile based systems and a static model/texture system can be used to represent a world and each has different strengths. Whether one is better than the other boils down to how you use the pieces, and what works best for your skillset and needs.
The disadvantage to tiles is that you have to create a system for building this tile based data. You could create an image that uses each pixel as a tile, thus creating your 2D array from a texture. You could also create a proprietary format. Using bitflags you can store a large number of data per tile in a fairly small space.
The primary reason most people do tiles is because it allows them to create small assets and re-use them. This allows you to create a much larger picture will smaller pieces. It reduces rework because you are not changing the entire world map to make a small change. For example if you wanted to change the shade of all the grass. In a large image you would have to repaint all the grass. In a tile system you just update the grass tile(s).
All-in-all you will find yourself likely doing a lot less rework with a tile based system than a large graphical map. You may end up using a tile based system for collision even if you don't use it for your ground map. Just because you use a tile internally doesn't mean you can't use models to represent the objects of the environment which may use more than 1 tile for their space.
For large maps, one huge bitmap image for the entire map could take up a lot of space in memory, and could be larger than what a graphics card supports for a single image size. But you won't have any issues with tiles because you only allocate graphics memory once for each tile (or one total, optimally, if they're all on one sheet)
Suppose you need to check for collisions against rocks/trees etc. You can get the tile at the position of the (character position + character sprite size + current direction) and check if it's marked as walkable or not walkable.
Hello everyone, I am VERY new to Sketch Up and have been using the trial version for about two weeks now. I am looking for a replacement software program for an outdated program that I have been using almost a decade. I am trying to find out if Sketch Up will easily draw bathroom and kitchen tile designs. My designs often have multiple sizes of tiles, along with various directional layouts. Does anyone know if this program can do this type of work without investing hours to each design? I have Googled this until I can no longer Google.
Erika, there are a number of things you can do depending on what you need from the model. Are you designing the tile or are you just using existing tiles to create various patterns or layouts? Are you only doing the tile design or are you designing entire rooms. It may be that you would be best served by using materials/textures for the tiles. Or perhaps you need to draw each tile out. You might draw the tile layout in SU and create a texture from it. Maybe each tile needs to be a component and you place them much like you would if you were installing real tile.
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When you install boring = timeless tile, like the kind I recommend, you have less chance of that happening. You can watch the trends come and go, and just paint and re-decorate if you feel you need something new.
This is a really pretty kitchen with the built-in hood fan millwork in addition to the fretwork on the cabinet doors. This kitchen (in my opinion) did not really need the detail above the range but if you feel your kitchen needs SOMETHING above the range, do it like this.
Notice all the other pretty details in THIS magazine worthy kitchen (below) I wrote about a few months ago. It would be serious overkill to now install a rectangle of alternating tile above the range.
Save the money you would otherwise use to do this kind of completely trendy moment on decorating instead. No one ever has enough lamps and you can skip recessed lighting. Literally, if you consciously take all the money that this would cost and buy strictly lamps with it for your new house, you will be so much more happier, I promise!
Hope this helps you plan your next bathroom or kitchen renovation, if you need help, you can purchase my Create a Classic Bathroom, Create a Classic Kitchen, renovation package, or my new build package.
As usual Maria your content is fabulous! I especially love reading your take on tile. But the flashing ads throughout the article were terrible! Is this something new that I can expect to see on your blog from now on?
I think people should do whatever makes them happy but they need to understand that their unique (I am being kind) taste might just be a dealbreaker when it comes to selling their home because people will most likely not be willing to pay for their poor taste and gutting a kitchen and bathrooms is expensive and disruptive.
I love your subway tile shower project with the glass shelves. I also want to compliment the craftsperson who set those tiles, who did a beautiful job. That inner corner was turned perfectly. It makes such a difference and truly indicates the care and quality of the installation.
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