2D Map Creation

BlitzMax Forums/BlitzMax Beginners Area/2D Map Creation

Mortiis(Posted 2007) [#1]
Hello,

I've been using Blitz3D for almost 4 years and done nothing in
2D. All my projects were in 3D, even if I wanted to make
something in 2D I used quads/sprites and emulated 2D look in
3D.

Well, I recently bought BlitzMax and I want to start with some
simple projects. I just wanted to ask, what should I use in
order to create a map for my game?

-Do I have to use tilemaps? If so which tilemapper would you
suggest or should I try to code my own editor with MaxGUI
which I also bought?

-Is it possible or a good way to use big, single images for levels like 4096x4096 for a top down shooter?

-Is there any other options?

Thanks in advance and excuse my incompetence in 2D.

Regards!


Dreamora(Posted 2007) [#2]
Sure, if you only want GeForce 7 users or X1000 series and newer to play your game thats possible
TImage is a texture, so no way to have such a size without using tilemaps as that image on its own is 80+ MB of VRAM!

I suggest mapeditor.de.vu and the ported engine at www.blitzforum.de then forum above and blitzmax/code archive
It was ported from Vertex and is there posted with the same name as above url


you can see BM as a single surface like usage of Blitz3D sprites in a single depth.


Mortiis(Posted 2007) [#3]
Hmm thanks. Anyone else? What do you think about mappy?


Big&(Posted 2007) [#4]
Mappy is fine, I have used it loads. If you need anything more complicated than just plonking tiles down then you might want to look else where. The Mappy mod for Max works well too.


Czar Flavius(Posted 2007) [#5]
I just use arrays :D


ImaginaryHuman(Posted 2007) [#6]
I would recommend making a tilemap engine rather than big textures - maybe 64x64 maximum tile size and then if you happen to be able to have larger textures put several on a texture and create your own textured quads with their own texture coordinates.


RetroRusty(Posted 2007) [#7]
I tried Mappy and even though the editor is ok, the collision on the examples you get with it are terrible.

The player can jump half way into a tile and just doesn't work that well.