Welcome, Guest. Please login or register. Did you miss your activation email?

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.


Messages - sdweim85

Pages: [1]
1
General / Re: Why tile map over 1 large picture?
« on: April 19, 2012, 10:47:16 pm »
The maps I'm thinking of creating are 8 bit.  So like Mega man map size.  So they won't even big that big to begin with, and they will be split into sections.  There are even tile map creators that can save to bitmap anyways so making changes wouldn't be that difficult.

2
General / Why tile map over 1 large picture?
« on: April 19, 2012, 09:47:24 pm »
I'm new to all this game programming stuff so forgive me if my questions seem awful.  I'm making a 2d 8 bit game in SFML C++ and I keep reading these long tutorials for building tile based maps, and tile management code.  Why can't you just make a multi-layered level in photoshop and import that entire picture into your game.  Just have the base level impassable, the background and extras passable, and place your sprites on the map.

From what I've read making tile sets is the common practice.  Is loading one giant picture slower?  I figure it would be easier on the code just to point to one .bmp and not a giant Array of numbers pointing to tons of tiles,

Pages: [1]