[gameprogrammer] Re: How to have hills in a tiled game
- From: Kevin Jenkins <gameprogrammer@xxxxxxxxxx>
- To: gameprogrammer@xxxxxxxxxxxxx
- Date: Mon, 06 Feb 2006 19:52:06 -0800
Increase your granularity. You'll have large blocks of unused data but
that always happens anyway. You should build your map from larger
building blocks that are instanced to save memory.
Alan Wolfe wrote:
Hey guys,
I'm making a 2d sidescroller and the maps are just tiled in the normal
fashion like...
1 1 1 1 1 1 1
1 0 0 0 0 0 0
1 0 0 0 0 0 0
1 0 0 0 1 0 0
1 1 1 1 1 1 1
where each number has attributes (like if it's solid or not) as well as art.
This makes for really rectangular map though.
Does anyone know how to make hills and slopes in a 2d sidescroller? like
the techniques generaly used for that, something like how mario 3
worked, or just being able to have 45 degree slants would be better than
nothing.
thanks a bunch!
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- » [gameprogrammer] Re: How to have hills in a tiled game
- » [gameprogrammer] Re: How to have hills in a tiled game
- » [gameprogrammer] Re: How to have hills in a tiled game
- » [gameprogrammer] Re: How to have hills in a tiled game
I'm making a 2d sidescroller and the maps are just tiled in the normal fashion like...
1 1 1 1 1 1 1
1 0 0 0 0 0 0
1 0 0 0 0 0 0
1 0 0 0 1 0 0
1 1 1 1 1 1 1
where each number has attributes (like if it's solid or not) as well as art.
This makes for really rectangular map though.
Does anyone know how to make hills and slopes in a 2d sidescroller? like the techniques generaly used for that, something like how mario 3 worked, or just being able to have 45 degree slants would be better than nothing.
thanks a bunch!
- [gameprogrammer] Re: How to have hills in a tiled game
- From: Olof Bjarnason
- [gameprogrammer] How to have hills in a tiled game
- From: Alan Wolfe