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Tiles0.bmp , tiles1.bmp, tiles2.bmp
#1
How to have more tiles ? (tiles0.bmp, tiles1.bmp, tiles2.bmp etc..............)


Can I help me please ?

Thanks you in advance, El_Dindonnier
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#2
Advice: Don't do it the way Elysium, and thus most other engines, do it.

Loading 200mb+ of graphics is not the best way to make your game good.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
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#3
And re-use the same surface.

I only needed to add one subroutine to change the default Mirage system.

It's called re-load tileset and it's called just before you blt the map after changing maps.

It simply re-sets the surfaces properties and loads the new file.
Quote:Robin:
Why aren't maps and shit loaded up in a dynamic array?
Jacob:
the 4 people that know how are lazy
Robin:
Who are those 4 people?
Jacob:
um
you, me, and 2 others?
Reply
#4
If you're trying to make it so that you can use multiple tilesets to map on the same map...Well. I strongly discourage that. Your game will eat tons of memory doing it like that. I've done it pretty much like Robin and Dave have said.

I've got a combo box on the map properties form that lets me choose a tile set. All you have to do in modDirectX is copy and paste the map stuff, and rename for as many tile sets as you have. I took the route of Forest.bmp and Village.bmp and such.

Then all you have to do is add some if statements (or select case) in bltTile and bltFringe. Then in the map done packet it, call a sub that destroys the old surface, and loads a new one if necessary when changing maps.
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#5
Thanks you for you reponse.

I have see the tutorial viewtopic.php?f=75&t=36
and : http://www.key2heaven.net/ms/forums/viewtopic.php?t=797

It's good :mrgreen: thanks you.
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