[gameprogrammer] Re: storing side scrolling 2d maps?

You might want to think about building your maps one abstraction away - =
for
example define a map to be, say, 20 screens wide. You can then compress =
each
screen and decode em on the fly when you transition to a new screen =
without
toooo much overhead. RLE would get rid of most of the dead space you're
concerned about, and is quick to expand. YMMV depending on map =
complexity.

BTW, what shape other than a rectangle can you have for a side-scroller?


        HTH,

                Dave Mariner


-----Original Message-----
From: gameprogrammer-bounce@xxxxxxxxxxxxx
[mailto:gameprogrammer-bounce@xxxxxxxxxxxxx] On Behalf Of Alan Wolfe
Sent: February 2, 2005 6:43 AM
To: gameprogrammer@xxxxxxxxxxxxx
Subject: [gameprogrammer] storing side scrolling 2d maps?

Hey everyone,
I was wondering, does anyone have any experience storing 2d maps for =
side
scrolling games?

ive done maps w/ overhead tiled games before where you have a rectangle =
of
data in a file and you just load that into a map array.  That would work
pretty good for a side scroller as long as the level was shaped like a
rectangle, but what if it wasnt a rectangle? plus is that alot of wasted
space to just store it as a giant rectangle of data?

thanks for any input, never done this kind of game before :P


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