Farai Aschwanden wrote:
Inside...
Am 17.12.2006 um 01:32 schrieb Kris Schnee:
I think that a 2D, flat scrolling tile system in Pygame would be a
decent compromise between graphical quality and ease of programming,
for my project. I can live with the game's islands being a constant
height, for simplicity. One question I could use input on is about
tile size.
=> What blocks you to put higher tiles on the existing tiles?
http://kschnee.xepher.net/pics/shiningsea060630-0.jpg
I tried doing that in isometric tiles to get a 3D-style effect. The
problem was that since characters could go "behind" higher tiles and I
wanted a water layer, I ended up drawing every tile in sight each frame,
which was slow (15 FPS at best). For each tile I would draw the "top,"
then side pieces, and water if appropriate. For plain 2D (not isometric)
tiles, I would be drawing a top and a set of "front" pieces for the
vertical surface. I would still need to decide how to draw/redraw parts
of the landscape that are in front of a character.
=> 8k x 8k is probably not that big but why creating the whole area as
image? Why not adding tiles when the player is moving to a certain
direction. Lets say the player is moving left, so you should add tiles
on the right side while removing tiles on the left side. This would
allow you to create big worlds and not limited on huge images.
This might make sense, as it involves only drawing individual tiles
rarely, and not a whole screen's worth per frame.
Kris