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Dwangi
Registered: Dec 2001 Posts: 130 |
LevelEditors
Hello, I have looked at some leveleditors for c64 (for game creating) but unfortunaly no one is real good. Can anyone recommend a good one... ??
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Hein
Registered: Apr 2004 Posts: 954 |
4x4 tiles tend to play better, because the player can recognise patterns easier, I think. (And it provides a margin of error, since a sprite is 3 chars wide) |
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cadaver
Registered: Feb 2002 Posts: 1160 |
A cute game probably needs 2x2 tiles though, especially if the main sprite is 1 sprite and quite plump (ie. moves in a waddling fashion and has feet use only about 2 chars of the 3) |
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chatGPZ
Registered: Dec 2001 Posts: 11384 |
what about opentume ? its quite generic and very customizeable (ofcourse right now, no c64 stuff is present but should be trivial to add) |
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Twoflower
Registered: Jan 2002 Posts: 434 |
Well, OpentUME with C-64 features added (bitmap, chars, chars+colors, etc) would be about exactly what i'm aiming at. That is an awesome tile-based tool which right now supports almost everything but the C-64. |
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chatGPZ
Registered: Dec 2001 Posts: 11384 |
so get coding! :) |
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Hein
Registered: Apr 2004 Posts: 954 |
@Cadaver: I guess you're right, 2x2 tiles are cute. But I doubt it's problem to use 4x4 blocks with virtual 2x2 tiles in 'm. |
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Graham Account closed
Registered: Dec 2002 Posts: 990 |
2x2 tiles = tiny levels. Btw, tile sizes are not always square. Giana Sisters uses 3x2 tiles. |
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enthusi
Registered: May 2004 Posts: 677 |
and actually a prolate tiling makes very much sense for a horizontal scroller. |
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ice00
Registered: Apr 2002 Posts: 54 |
What I have seen by creating 4x4 map level editor is that it will come difficult to manage the blocks to insert in the editor.
For example you should have big objects of dimension 9x3 and you need to write many blocks for having one of it.
Else you can have some objects of 1x1 (e.g an actor position) and you need to create many 4x4 blocks if you want to place it in different background position.
Maybe the advantage of use 4x4 blocks onto map is something that can affect the engine to use, but for map editing is not so confortable.
For the next editor (maybe LSS3) I will look for a 1x1 map editor (at the cost of map size), but where in there you can create blocks of MxN dimensions.
When you create the map and put the block, it will simple fill into the actual map position. This make a more fast map creation.
Maybe then a tool that try to find the smollest map size using 2x2, 3x2, 4x4, ecc, starting from the 1x1 map could be always created :)
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Oswald
Registered: Apr 2002 Posts: 5094 |
all solutions of the problem means more cpu / memory usage, so it will always boil down to very specific solutions, always nailing it down to the best compromise. |
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