Thoughts on Tile Map Editor/ Engine / File Format...

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Rook Zimbabwe
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Thoughts on Tile Map Editor/ Engine / File Format...

Post by Rook Zimbabwe »

SO I have been thunking about the dearth of Tile Map editors out there.

I mean, yes... there is MAPPY. But the examples for PB do not work.

IMHO the basic Tile Map Editor should support 10 layers:

Layer 0: Background image (for parralax)
Layer 1: Background TILES (no collision)
Layer 2: Animated Background tiles (no collision)
Layer 3: Collision layer 1 (basic STOP)
Layer 4: Collision layer 2 (Animated STOP layer)
Layer 5: Collision layer 3 (Basic THING/ MONSTER of DEATH)
Layer 6: Collision layer 4 (Animated THING / MONSTER of DEATH)
Layer 7: Collision layer 5 ( Treasure/ ITEM 1 )
Layer 8: Collision layer 6 (Animated Treasure / ITEM 2)
Layer 9: PLAYER animated

Thus in fact the layer 1 is the heavy layer, allother layers would only have an estimated 23% MAX coverage and Layers 7,8, and 9 would probaly have less than 8% and Layer 9 have only 1 tile but it is animated.

An array would be built for each layer.

A Linked List could be called to build whats ON screen + lets say 6 tiles each way precached...

Way it would work is:

Update layer 0 (background)
Display Structure of Layer 1, 3, 5, 7
Update Animation layers background and Item (Layer 2,4, and 6)
Update layer 9
Check for collision STOP
Check for collision MONSTER/ITEM
Check for Collsiion ITEM


Where am I wrong? What am I missing?
Binarily speaking... it takes 10 to Tango!!!

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zxtunes.com
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Re: Thoughts on Tile Map Editor/ Engine / File Format...

Post by zxtunes.com »

Rook Zimbabwe wrote:SO I have been thunking about the dearth of Tile Map editors out there.

I mean, yes... there is MAPPY. But the examples for PB do not work.

IMHO the basic Tile Map Editor should support 10 layers:

Layer 0: Background image (for parralax)
Layer 1: Background TILES (no collision)
Tiles dont actual today.

See moderm platformers: Super Cow, Turtix 1,2 , Kenny Adventures, Turtle Odyssey, Alex Gordon and etc.

I think the universal editor to write not probably.

Or it will be not convenient and it is necessary to arrange under it the game. :?
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Post by byo »

Hi, Rook. I have made a little tile editor for a RPG Maker engine a long time ago in Blitzbasic. I intend to convert it to Blitz3D SDK as soon as buy it. If you want I could send you the example. It's really simple but it saves and loads a map of tiles.
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Rook Zimbabwe
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Post by Rook Zimbabwe »

Sure I still have B3D! :D
Binarily speaking... it takes 10 to Tango!!!

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Post by byo »

Cool. Now let me find this file.
*digs through a pile of old backup CDs*
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