Layers/Tilemaps vs. Images
by Landixus · in Torque Game Builder · 02/28/2011 (3:52 am) · 5 replies
Make it a difference to work with layers/Tilemaps or
only work with images to build a Level in Torque 2d?
I mean it for the performance.
Because i have always problems when i load and save layers for the Levels,
sometimes they are missing in the t2d files.
When it does not matter, i can use only images....
only work with images to build a Level in Torque 2d?
I mean it for the performance.
Because i have always problems when i load and save layers for the Levels,
sometimes they are missing in the t2d files.
When it does not matter, i can use only images....
About the author
what? I am old :)
#2
02/28/2011 (7:21 am)
I work with tileset images 256x256, so this should not be a problem, i think?
#3
For the disappearing map issue, I'd edit your tilemaps in a separate T2D file. It seems to happen less if there's less going on in the scene.
02/28/2011 (5:15 pm)
Well, the performance issues are going to arise if you're using giant maps, tileset size isn't important. A 256x256 map of 16x16 tiles is going to be 4096x4096. I haven't had any luck importing images bigger than 2048x2048, so I'm not sure that, say, a Final Fantasy-size world map would be possible as an image. For the disappearing map issue, I'd edit your tilemaps in a separate T2D file. It seems to happen less if there's less going on in the scene.
#4
03/01/2011 (2:45 am)
so it is better to have for every Level a own tileset?
#5
03/01/2011 (9:45 am)
It depends on what you're making. A "tileset" is stored in T2D as one image asset, and you can have plenty of those. If so inclined, you could fit your entire graphics library in one tileset like the CHRRAM of a game cart.
Torque Owner Richard Ranft
Roostertail Games