Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

AppGameKit Classic Chat / Implementing Tilemaps

Author
Message
Redspark
12
Years of Service
User Offline
Joined: 16th Aug 2011
Location:
Posted: 27th Aug 2011 21:16
I have never used Darkbasic and like everyone else, I'm new to AGK. Does anyone have any suggestions on how to implement a tilemap engine? Is there anything specific that needs to be watched out for in performance for this? Thanks.

J
Rich Dersheimer
AGK Developer
14
Years of Service
User Offline
Joined: 1st Jul 2009
Location: Inside the box
Posted: 27th Aug 2011 22:17
Well, putting images on the screen is all about sprites, and sprites can use a texture "atlas" as frames for animation, so I believe the best and fastest way to do tilemaps is with animated sprites. They don't have to animate, but you set each "tile" sprite to the frame that shows the image you desire.

Redspark
12
Years of Service
User Offline
Joined: 16th Aug 2011
Location:
Posted: 28th Aug 2011 05:40
Basically, use the sprite frames as the tileset. Thanks. I'll look into that.

Login to post a reply

Server time is: 2024-04-19 08:51:48
Your offset time is: 2024-04-19 08:51:48