[gameprogrammer] Re: storing side scrolling 2d maps?
- From: "Alan Wolfe" <atrix2@xxxxxxx>
- To: <gameprogrammer@xxxxxxxxxxxxx>
- Date: Wed, 2 Feb 2005 09:37:29 -0800
dodecahedron
haha jk...
what i was thinking was many rectangles of diff shapes and sizes connected
together
----- Original Message -----
From: "Dave Mariner" <dave@xxxxxxxxxxxxxxx>
To: <gameprogrammer@xxxxxxxxxxxxx>
Sent: Wednesday, February 02, 2005 9:08 AM
Subject: [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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- » [gameprogrammer] Re: storing side scrolling 2d maps?
- [gameprogrammer] Re: storing side scrolling 2d maps?
- From: Dave Mariner
- [gameprogrammer] Re: storing side scrolling 2d maps?
- From: Dave Mariner