1 decade ago by Drakmir
I created my tile map using Texture Packer our of a set of discrete graphic images. They were all 32x32 images and I had quite a few of them. The original tile map created by the texture packer tool was a bit tall (height) and I noticed that in the editor, the tile popup doesn't show the entire tile map and there doesn't appear to be a way to scroll in the tile map, etc. Am I missing something? If not, what would it take to support larger tile maps?
I "fixed" it by setting my zoom factor in the editor to 1 and changing the dimensions of the packed image to be wider. But I'm still going to hit a point of diminishing returns with this approach.
I wouldn't think it to be unusual on today's hardware (with large resolutions) for a game to have 2048x2048 or even 4096x4096 tile maps.
Also, I'm wondering how this is going to work as I move forward with my product. If I add new tiles to my setup and let texture packer repack the tile map then it would seem to me that my level will be screwed up since everything is index based.
Is there a way to have more complex tile maps that are name based? Tools like texture packer will produce a data file that describes where it put all the images (in fact, Texture Packer even supports JSON as an output type). That way the editor could actually store levels by tile name instead of index?
This can have a few advantages (and this may apply to animation sheets as well):
1) Tiles can be different sizes in the same map
2) Offsets can be stored in the animation sheet so that entities can animate smoothly.
3) Animation information could (in theory) be stored in the tile map so tiles would animate without extra setup
The last few are just ideas to make the editor even better than it already is. If I have to take over full control of my tile map, I can. I just like to use tools to help make my job easier.
The only real issue I see is "large" tile maps.
I "fixed" it by setting my zoom factor in the editor to 1 and changing the dimensions of the packed image to be wider. But I'm still going to hit a point of diminishing returns with this approach.
I wouldn't think it to be unusual on today's hardware (with large resolutions) for a game to have 2048x2048 or even 4096x4096 tile maps.
Also, I'm wondering how this is going to work as I move forward with my product. If I add new tiles to my setup and let texture packer repack the tile map then it would seem to me that my level will be screwed up since everything is index based.
Is there a way to have more complex tile maps that are name based? Tools like texture packer will produce a data file that describes where it put all the images (in fact, Texture Packer even supports JSON as an output type). That way the editor could actually store levels by tile name instead of index?
This can have a few advantages (and this may apply to animation sheets as well):
1) Tiles can be different sizes in the same map
2) Offsets can be stored in the animation sheet so that entities can animate smoothly.
3) Animation information could (in theory) be stored in the tile map so tiles would animate without extra setup
The last few are just ideas to make the editor even better than it already is. If I have to take over full control of my tile map, I can. I just like to use tools to help make my job easier.
The only real issue I see is "large" tile maps.