[gameprogrammer] Re: How to have hills in a tiled game

Thanks for the answers Kevin and Olof.

Awesome answers both

In my game, you can have 65535 tile deffinitions (each having something like
20 flags/data members you can mess with), and then in the maps themselves
you just refer to the tile as "tile 208" or "tile 47".

I'm thinking maybe of having it where you can define a line somehow, and
have that line be the dividing line of the tile, with solid being on one
side, and empty being on the other.

Then, when a collision w/ a tile is detected, it could check in greater
detail (one function used througout the entire program!) to see if the
collision actualy happened or not.

Maybe instead of being able to define a line, it could use some kind of map
of it's own like having an 8x8 "bitmap" describing the solid and empty parts
of the time.

Maybe have support for both bitmap and line style detail.

hmmm...

well thanks guys, you've helped me alot (:


On 2/6/06, Olof Bjarnason <olof.bjarnason@xxxxxxxxx> wrote:
>
> On 2/7/06, Olof Bjarnason <olof.bjarnason@xxxxxxxxx> wrote:
> > you could have a "type" specifier for each tile too, instead of
> > increasing the granularity.
> >
> > type  meaning
> >  0      empty
> >  1      solid
> >  2      45 deg slant uphill right /|
> >  3      45 deg slant uphill left |\
> > ( 4      45 deg roof slant right \| )
> > ( 5      45 deg roof slant left |/ )
> >
> > .. where 4 and 5 are quite optional.
> >
> > Then, to handle collision detection with the background in the game,
> > build a function
> >
> > bool IsSolid(int wx, int wy) {
> > }
> >
> > .. which answers the question "Is the pixel located at
> > world-pixel-coordinate system coordinate (wx,wy) solid?"
> >
> > That question is easy to answer for solid / empty tile types, but just
> > slightly trickier for the other types. Just keep in mind that the ONLY
> > way to do collision detection in the game should be via this function,
> > other the wholy system breaks down.
> sorry for typo here, I mean "otherwise the whole system breaks down."
> >
> > /Olof
> >
> > On 2/7/06, Kevin Jenkins <gameprogrammer@xxxxxxxxxx> wrote:
> > > 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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> > >
> >
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